doom3-bfg/base/renderprogs/global.inc

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
uniform float4 rpScreenCorrectionFactor : register(c0);
uniform float4 rpWindowCoord : register(c1);
uniform float4 rpDiffuseModifier : register(c2);
uniform float4 rpSpecularModifier : register(c3);
uniform float4 rpLocalLightOrigin : register(c4);
uniform float4 rpLocalViewOrigin : register(c5);
uniform float4 rpLightProjectionS : register(c6);
uniform float4 rpLightProjectionT : register(c7);
uniform float4 rpLightProjectionQ : register(c8);
uniform float4 rpLightFalloffS : register(c9);
uniform float4 rpBumpMatrixS : register(c10);
uniform float4 rpBumpMatrixT : register(c11);
uniform float4 rpDiffuseMatrixS : register(c12);
uniform float4 rpDiffuseMatrixT : register(c13);
uniform float4 rpSpecularMatrixS : register(c14);
uniform float4 rpSpecularMatrixT : register(c15);
uniform float4 rpVertexColorModulate : register(c16);
uniform float4 rpVertexColorAdd : register(c17);
uniform float4 rpColor : register(c18);
uniform float4 rpViewOrigin : register(c19);
uniform float4 rpGlobalEyePos : register(c20);
uniform float4 rpMVPmatrixX : register(c21);
uniform float4 rpMVPmatrixY : register(c22);
uniform float4 rpMVPmatrixZ : register(c23);
uniform float4 rpMVPmatrixW : register(c24);
uniform float4 rpModelMatrixX : register(c25);
uniform float4 rpModelMatrixY : register(c26);
uniform float4 rpModelMatrixZ : register(c27);
uniform float4 rpModelMatrixW : register(c28);
uniform float4 rpProjectionMatrixX : register(c29);
uniform float4 rpProjectionMatrixY : register(c30);
uniform float4 rpProjectionMatrixZ : register(c31);
uniform float4 rpProjectionMatrixW : register(c32);
uniform float4 rpModelViewMatrixX : register(c33);
uniform float4 rpModelViewMatrixY : register(c34);
uniform float4 rpModelViewMatrixZ : register(c35);
uniform float4 rpModelViewMatrixW : register(c36);
uniform float4 rpTextureMatrixS : register(c37);
uniform float4 rpTextureMatrixT : register(c38);
uniform float4 rpTexGen0S : register(c39);
uniform float4 rpTexGen0T : register(c40);
uniform float4 rpTexGen0Q : register(c41);
uniform float4 rpTexGen0Enabled : register(c42);
uniform float4 rpTexGen1S : register(c43);
uniform float4 rpTexGen1T : register(c44);
uniform float4 rpTexGen1Q : register(c45);
uniform float4 rpTexGen1Enabled : register(c46);
uniform float4 rpWobbleSkyX : register(c47);
uniform float4 rpWobbleSkyY : register(c48);
uniform float4 rpWobbleSkyZ : register(c49);
uniform float4 rpOverbright : register(c50);
uniform float4 rpEnableSkinning : register(c51);
uniform float4 rpAlphaTest : register(c52);
// RB begin
uniform float4 rpAmbientColor : register(c53);
uniform float4 rpGlobalLightOrigin : register(c54);
uniform float4 rpJitterTexScale : register(c55);
uniform float4 rpJitterTexOffset : register(c56);
uniform float4 rpCascadeDistances : register(c57);
#if defined( USE_UNIFORM_ARRAYS )
uniform float4 rpShadowMatrices : register(c58);
#else
uniform float4 rpShadowMatrices[6*4] : register(c59);
#endif
// RB end
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static float dot2( float2 a, float2 b ) { return dot( a, b ); }
static float dot3( float3 a, float3 b ) { return dot( a, b ); }
static float dot3( float3 a, float4 b ) { return dot( a, b.xyz ); }
static float dot3( float4 a, float3 b ) { return dot( a.xyz, b ); }
static float dot3( float4 a, float4 b ) { return dot( a.xyz, b.xyz ); }
static float dot4( float4 a, float4 b ) { return dot( a, b ); }
static float dot4( float2 a, float4 b ) { return dot( float4( a, 0, 1 ), b ); }
// ----------------------
// YCoCg Color Conversion
// ----------------------
static const half4 matrixRGB1toCoCg1YX = half4( 0.50, 0.0, -0.50, 0.50196078 ); // Co
static const half4 matrixRGB1toCoCg1YY = half4( -0.25, 0.5, -0.25, 0.50196078 ); // Cg
static const half4 matrixRGB1toCoCg1YZ = half4( 0.0, 0.0, 0.0, 1.0 ); // 1.0
static const half4 matrixRGB1toCoCg1YW = half4( 0.25, 0.5, 0.25, 0.0 ); // Y
static const half4 matrixCoCg1YtoRGB1X = half4( 1.0, -1.0, 0.0, 1.0 );
static const half4 matrixCoCg1YtoRGB1Y = half4( 0.0, 1.0, -0.50196078, 1.0 ); // -0.5 * 256.0 / 255.0
static const half4 matrixCoCg1YtoRGB1Z = half4( -1.0, -1.0, 1.00392156, 1.0 ); // +1.0 * 256.0 / 255.0
static half3 ConvertYCoCgToRGB( half4 YCoCg ) {
half3 rgbColor;
YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0
YCoCg.z = 1.0 / YCoCg.z;
YCoCg.xy *= YCoCg.z;
rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );
rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );
rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );
return rgbColor;
}
static float2 CenterScale( float2 inTC, float2 centerScale ) {
float scaleX = centerScale.x;
float scaleY = centerScale.y;
float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) );
float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) );
float2 finalTC;
finalTC.x = dot4( inTC, tc0 );
finalTC.y = dot4( inTC, tc1 );
return finalTC;
}
static float2 Rotate2D( float2 inTC, float2 cs ) {
float sinValue = cs.y;
float cosValue = cs.x;
float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f );
float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f );
float2 finalTC;
finalTC.x = dot4( inTC, tc0 );
finalTC.y = dot4( inTC, tc1 );
return finalTC;
}
// better noise function available at https://github.com/ashima/webgl-noise
float rand( float2 co ) {
return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 );
}
// RB begin
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define DEG2RAD( a ) ( ( a ) * PI / 180.0f )
#define RAD2DEG( a ) ( ( a ) * 180.0f / PI )
// RB end
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#define _half2( x ) half2( x )
#define _half3( x ) half3( x )
#define _half4( x ) half4( x )
#define _float2( x ) float2( x )
#define _float3( x ) float3( x )
#define _float4( x ) float4( x )
#define VPOS WPOS
static float4 idtex2Dproj( sampler2D samp, float4 texCoords ) { return tex2Dproj( samp, texCoords.xyw ); }
static float4 swizzleColor( float4 c ) { return c; }
static float2 vposToScreenPosTexCoord( float2 vpos ) { return vpos.xy * rpWindowCoord.xy; }
#define BRANCH
#define IFANY