384 lines
11 KiB
HLSL
384 lines
11 KiB
HLSL
#include "Constants.hlsl"
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#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Transform.hlsl"
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#include "Lighting.hlsl"
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#include "ScreenPos.hlsl"
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#include "Fog.hlsl"
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#if defined(COMPILEPS) && defined(SOFTPARTICLES)
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#ifndef D3D11
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// D3D9 uniform
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uniform float cSoftParticleFadeScale;
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#else
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// D3D11 constant buffer
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cbuffer CustomPS : register(b6)
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{
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float cSoftParticleFadeScale;
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}
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#endif
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#endif
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#ifdef COMPILEVS
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void VS(float4 iPos : POSITION,
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#if !defined(BILLBOARD) && !defined(TRAILFACECAM) && !defined(POINTBILLBOARD)
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float3 iNormal : NORMAL,
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#endif
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#ifndef NOUV
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#ifdef POINTEXPAND
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float4 iTexCoord : TEXCOORD0,
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#else
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float2 iTexCoord : TEXCOORD0,
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#endif
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#endif
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#if defined(BILLBOARD) || defined(DIRBILLBOARD)
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float2 iSize : TEXCOORD1,
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#endif
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#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
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float4 iSize : TEXCOORD1,
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#endif
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#if defined(TRAILFACECAM) || defined(TRAILBONE)
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float4 iTangent : TANGENT,
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#endif
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#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
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out float4 oTexCoord : TEXCOORD0,
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out float4 oSize : TEXCOORD1,
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#if defined(POINTDIRBILLBOARD)
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out float3 oNormal : NORMAL,
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#endif
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#else
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out float2 oTexCoord : TEXCOORD0,
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#endif
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#if defined(SOFTPARTICLES) && !defined(POINTEXPAND)
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out float4 oScreenPos : TEXCOORD1,
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#endif
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out float4 oWorldPos : TEXCOORD3,
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#if defined(PERPIXEL) && !defined(POINTEXPAND)
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#ifdef SHADOW
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out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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out float4 oSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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out float3 oCubeMaskVec : TEXCOORD5,
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#endif
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#elif !defined(POINTEXPAND)
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out float3 oVertexLight : TEXCOORD4,
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#endif
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#ifdef VERTEXCOLOR
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out float4 oColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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out float oClip : SV_CLIPDISTANCE0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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// Define a 0,0 UV coord if not expected from the vertex data
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#ifdef NOUV
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float2 iTexCoord = float2(0.0, 0.0);
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#endif
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#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
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float3 worldPos = iPos.xyz;
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oPos = GetClipPos(worldPos);
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oTexCoord = iTexCoord;
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oSize = iSize;
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oWorldPos = float4(worldPos, GetDepth(oPos));
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#ifdef POINTDIRBILLBOARD
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oNormal = iNormal;
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#endif
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#else
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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oTexCoord = GetTexCoord(iTexCoord);
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oWorldPos = float4(worldPos, GetDepth(oPos));
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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oClip = dot(oPos, cClipPlane);
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#endif
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#if defined(SOFTPARTICLES) && !defined(POINTEXPAND)
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oScreenPos = GetScreenPos(oPos);
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#endif
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#ifdef VERTEXCOLOR
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oColor = iColor;
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#endif
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#if defined(PERPIXEL) && !(defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD))
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// Per-pixel forward lighting
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float4 projWorldPos = float4(worldPos.xyz, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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GetShadowPos(projWorldPos, float3(0, 0, 0), oShadowPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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#endif
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#ifdef POINTLIGHT
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oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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#endif
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#elif !defined(POINTEXPAND)
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// Ambient & per-vertex lighting
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oVertexLight = GetAmbient(GetZonePos(worldPos));
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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oVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
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#endif
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#endif
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}
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#endif
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#ifdef COMPILEGS
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struct VSOutput
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{
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float4 iTexCoord : TEXCOORD0;
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float4 iSize : TEXCOORD1;
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#ifdef POINTDIRBILLBOARD
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float3 iNormal : NORMAL;
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#endif
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float4 iWorldPos: TEXCOORD3;
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0;
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#endif
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};
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struct GSOutput
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{
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float2 oTexCoord : TEXCOORD0;
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#ifdef SOFTPARTICLES
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float4 oScreenPos: TEXCOORD1;
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#endif
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float4 oWorldPos: TEXCOORD3;
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#ifdef PERPIXEL
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#ifdef SHADOW
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float4 oShadowPos[NUMCASCADES] : TEXCOORD4;
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#endif
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#ifdef SPOTLIGHT
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float4 oSpotPos : TEXCOORD5;
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#endif
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#ifdef POINTLIGHT
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float3 oCubeMaskVec : TEXCOORD5;
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#endif
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#else
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float3 oVertexLight : TEXCOORD4;
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#endif
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#ifdef VERTEXCOLOR
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float4 oColor : COLOR0;
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#endif
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float4 oPos : SV_POSITION;
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};
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[maxvertexcount(4)]
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void GS(point in VSOutput vertexData[1], inout TriangleStream<GSOutput> triStream)
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{
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VSOutput vertData = vertexData[0];
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float2 minUV = vertData.iTexCoord.xy;
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float2 maxUV = vertData.iTexCoord.zw;
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float2 partSize = vertData.iSize.xy;
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float2 partUV[] = {
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float2(minUV.x, maxUV.y),
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minUV,
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maxUV,
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float2(maxUV.x, minUV.y),
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};
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float s;
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float c;
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sincos(vertData.iSize.z * M_DEGTORAD, s, c);
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float3 vUpNew = c * float3(1, 0, 0) - s * float3(0, 1, 0);
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float3 vRightNew = s * float3(1, 0, 0) + c * float3(0, 1, 0);
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vUpNew *= partSize.y;
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vRightNew *= partSize.x;
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float3 partOffset[] = {
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-vUpNew + -vRightNew,
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-vUpNew + vRightNew,
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vUpNew + -vRightNew,
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vUpNew + vRightNew,
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};
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float3 worldLoc = mul(vertData.iWorldPos.xyz, iModelMatrix);
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[unroll]
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for (int i = 0; i < 4; ++i)
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{
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GSOutput outVert = (GSOutput)0;
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#ifdef POINTBILLBOARD
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float3 vPos = mul(partOffset[i], cBillboardRot);
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#endif
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#ifdef POINTDIRBILLBOARD
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float3 vPos = mul(partOffset[i].xzy, GetFaceCameraRotation(worldLoc, vertData.iNormal));
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#endif
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outVert.oWorldPos = float4(worldLoc + vPos, 0);
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outVert.oPos = GetClipPos(outVert.oWorldPos);
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outVert.oTexCoord = GetTexCoord(partUV[i]);
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outVert.oColor = vertData.iColor;
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#ifdef SOFTPARTICLES
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outVert.oScreenPos = GetScreenPos(outVert.oPos);
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#endif
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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float4 projWorldPos = float4(outVert.oPos.xyz, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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GetShadowPos(projWorldPos, float3(0, 0, 0), outVert.oShadowPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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outVert.oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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#endif
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#ifdef POINTLIGHT
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outVert.oCubeMaskVec = mul(projWorldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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#endif
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#else
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// Ambient & per-vertex lighting
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outVert.oVertexLight = GetAmbient(GetZonePos(outVert.oWorldPos));
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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outVert.oVertexLight += GetVertexLightVolumetric(i, outVert.oWorldPos) * cVertexLights[i * 3].rgb;
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#endif
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#endif
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triStream.Append(outVert);
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}
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}
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#endif
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#ifdef COMPILEPS
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void PS(float2 iTexCoord : TEXCOORD0,
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#ifdef SOFTPARTICLES
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float4 iScreenPos: TEXCOORD1,
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#endif
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float4 iWorldPos : TEXCOORD3,
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#ifdef PERPIXEL
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#ifdef SHADOW
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float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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float4 iSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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float3 iCubeMaskVec : TEXCOORD5,
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#endif
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#else
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float3 iVertexLight : TEXCOORD4,
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#endif
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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float iClip : SV_CLIPDISTANCE0,
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#endif
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out float4 oColor : OUTCOLOR0)
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{
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// Get material diffuse albedo
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#ifdef DIFFMAP
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float4 diffInput = Sample2D(DiffMap, iTexCoord);
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#ifdef ALPHAMASK
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if (diffInput.a < 0.5)
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discard;
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#endif
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float4 diffColor = cMatDiffColor * diffInput;
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#else
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float4 diffColor = cMatDiffColor;
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#endif
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#ifdef VERTEXCOLOR
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diffColor *= iColor;
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#endif
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// Get fog factor
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#ifdef HEIGHTFOG
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float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
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#else
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float fogFactor = GetFogFactor(iWorldPos.w);
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#endif
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// Soft particle fade
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// In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
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#ifdef SOFTPARTICLES
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#ifdef EXPAND
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if (diffColor.a < 0.01)
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discard;
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#endif
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float particleDepth = iWorldPos.w;
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float depth = Sample2DProj(DepthBuffer, iScreenPos).r;
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#ifdef HWDEPTH
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depth = ReconstructDepth(depth);
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#endif
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#ifdef EXPAND
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float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
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float fade = saturate(diffZ * cSoftParticleFadeScale);
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#else
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float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
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float fade = saturate(1.0 - diffZ * cSoftParticleFadeScale);
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#endif
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diffColor.a = max(diffColor.a - fade, 0.0);
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#endif
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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float3 lightColor;
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float3 finalColor;
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float diff = GetDiffuseVolumetric(iWorldPos.xyz);
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#ifdef SHADOW
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diff *= GetShadow(iShadowPos, iWorldPos.w);
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#endif
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#if defined(SPOTLIGHT)
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lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
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#elif defined(CUBEMASK)
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lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
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#else
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lightColor = cLightColor.rgb;
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#endif
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finalColor = diff * lightColor * diffColor.rgb;
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oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
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#else
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// Ambient & per-vertex lighting
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float3 finalColor = iVertexLight * diffColor.rgb;
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oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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#endif
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}
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#endif
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