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https://github.com/id-Software/DOOM-3-BFG.git
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Fixed shader loading problems
This commit is contained in:
parent
2c07265be5
commit
b8d28c426c
10 changed files with 415 additions and 331 deletions
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@ -9,8 +9,8 @@ return
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-- shaders
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"ambient_lighting.ps.hlsl",
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"ambient_lighting.vs.hlsl",
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"ambient_lighting_IBL.pixel",
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"ambient_lighting_IBL.vertex",
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"ambient_lighting_IBL.ps.hlsl",
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"ambient_lighting_IBL.vs.hlsl",
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"AmbientOcclusion_AO.ps.hlsl",
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"AmbientOcclusion_AO.vs.hlsl",
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"AmbientOcclusion_blur.ps.hlsl",
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@ -1,97 +0,0 @@
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2015 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").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
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uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
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uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
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struct PS_IN {
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half4 position : VPOS;
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half4 texcoord0 : TEXCOORD0_centroid;
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half4 texcoord1 : TEXCOORD1_centroid;
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// half4 texcoord2 : TEXCOORD2_centroid;
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// half4 texcoord3 : TEXCOORD3_centroid;
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half4 texcoord4 : TEXCOORD4_centroid;
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half4 texcoord5 : TEXCOORD5_centroid;
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half4 texcoord6 : TEXCOORD6_centroid;
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half4 color : COLOR0;
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};
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struct PS_OUT {
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half4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
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// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
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// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
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half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
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half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
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half3 lightVector = normalize( fragment.texcoord0.xyz );
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half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
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half3 localNormal;
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#if defined(USE_NORMAL_FMT_RGB8)
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localNormal.xy = bumpMap.rg - 0.5;
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#else
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localNormal.xy = bumpMap.wy - 0.5;
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#endif
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localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
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localNormal = normalize( localNormal );
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const half specularPower = 10.0f;
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half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
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// RB: added abs
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half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
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half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz * 1.5f;
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half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
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// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
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float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
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halfLdotN *= halfLdotN;
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// traditional very dark Lambert light model used in Doom 3
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float ldotN = dot3( localNormal, lightVector );
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half3 lightColor = rpAmbientColor.rgb;
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half rim = 1.0f - saturate( hDotN );
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half rimPower = 8.0;
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half3 rimColor = half3( 0.125 ) * 1.2 * lightColor * pow( rim, rimPower );
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//result.color.rgb = localNormal.xyz * 0.5 + 0.5;
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result.color.xyz = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgb;;
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result.color.w = 1.0;
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}
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@ -1,199 +0,0 @@
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2015 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").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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#if defined( USE_GPU_SKINNING )
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uniform matrices_ubo { float4 matrices[408]; };
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#endif
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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// float4 texcoord2 : TEXCOORD2;
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// float4 texcoord3 : TEXCOORD3;
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float4 texcoord4 : TEXCOORD4;
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float4 texcoord5 : TEXCOORD5;
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float4 texcoord6 : TEXCOORD6;
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float4 color : COLOR0;
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};
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void main( VS_IN vertex, out VS_OUT result ) {
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float4 vNormal = vertex.normal * 2.0 - 1.0;
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float4 vTangent = vertex.tangent * 2.0 - 1.0;
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float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
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#if defined( USE_GPU_SKINNING )
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//--------------------------------------------------------------
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// GPU transformation of the normal / tangent / bitangent
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//
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// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
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//--------------------------------------------------------------
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const float w0 = vertex.color2.x;
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const float w1 = vertex.color2.y;
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const float w2 = vertex.color2.z;
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const float w3 = vertex.color2.w;
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float4 matX, matY, matZ; // must be float4 for vec4
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int joint = int(vertex.color.x * 255.1 * 3.0);
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matX = matrices[int(joint+0)] * w0;
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matY = matrices[int(joint+1)] * w0;
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matZ = matrices[int(joint+2)] * w0;
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joint = int(vertex.color.y * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w1;
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matY += matrices[int(joint+1)] * w1;
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matZ += matrices[int(joint+2)] * w1;
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joint = int(vertex.color.z * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w2;
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matY += matrices[int(joint+1)] * w2;
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matZ += matrices[int(joint+2)] * w2;
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joint = int(vertex.color.w * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w3;
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matY += matrices[int(joint+1)] * w3;
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matZ += matrices[int(joint+2)] * w3;
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float3 normal;
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normal.x = dot3( matX, vNormal );
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normal.y = dot3( matY, vNormal );
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normal.z = dot3( matZ, vNormal );
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normal = normalize( normal );
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float3 tangent;
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tangent.x = dot3( matX, vTangent );
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tangent.y = dot3( matY, vTangent );
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tangent.z = dot3( matZ, vTangent );
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tangent = normalize( tangent );
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float3 bitangent;
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bitangent.x = dot3( matX, vBitangent );
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bitangent.y = dot3( matY, vBitangent );
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bitangent.z = dot3( matZ, vBitangent );
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bitangent = normalize( bitangent );
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float4 modelPosition;
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modelPosition.x = dot4( matX, vertex.position );
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modelPosition.y = dot4( matY, vertex.position );
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modelPosition.z = dot4( matZ, vertex.position );
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modelPosition.w = 1.0;
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#else
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float4 modelPosition = vertex.position;
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float3 normal = vNormal.xyz;
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float3 tangent = vTangent.xyz;
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float3 bitangent = vBitangent.xyz;
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#endif
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result.position.x = dot4( modelPosition, rpMVPmatrixX );
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result.position.y = dot4( modelPosition, rpMVPmatrixY );
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result.position.z = dot4( modelPosition, rpMVPmatrixZ );
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result.position.w = dot4( modelPosition, rpMVPmatrixW );
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float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
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//calculate vector to light
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//float4 toLight = rpLocalLightOrigin;
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float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
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//--------------------------------------------------------------
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//result.texcoord0 is the direction to the light in tangent space
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result.texcoord0.x = dot3( tangent, toLight );
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result.texcoord0.y = dot3( bitangent, toLight );
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result.texcoord0.z = dot3( normal, toLight );
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result.texcoord0.w = 1.0f;
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//textures 1 takes the base coordinates by the texture matrix
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result.texcoord1 = defaultTexCoord;
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result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
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result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
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//# texture 2 has one texgen
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//result.texcoord2 = defaultTexCoord;
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//result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
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//# texture 3 has three texgens
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//result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
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//result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
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//result.texcoord3.z = 0.0f;
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//result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
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//# textures 4 takes the base coordinates by the texture matrix
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result.texcoord4 = defaultTexCoord;
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result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
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result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
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//# textures 5 takes the base coordinates by the texture matrix
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result.texcoord5 = defaultTexCoord;
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result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
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result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
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//# texture 6's texcoords will be the halfangle in texture space
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//# calculate normalized vector to light in R0
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toLight = normalize( toLight );
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//# calculate normalized vector to viewer in R1
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float4 toView = normalize( rpLocalViewOrigin - modelPosition );
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//# add together to become the half angle vector in object space (non-normalized)
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float4 halfAngleVector = toLight + toView;
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//# put into texture space
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result.texcoord6.x = dot3( tangent, halfAngleVector );
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result.texcoord6.y = dot3( bitangent, halfAngleVector );
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result.texcoord6.z = dot3( normal, halfAngleVector );
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result.texcoord6.w = 1.0f;
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#if defined( USE_GPU_SKINNING )
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// for joint transformation of the tangent space, we use color and
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// color2 for weighting information, so hopefully there aren't any
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// effects that need vertex color...
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result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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#else
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//# generate the vertex color, which can be 1.0, color, or 1.0 - color
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//# for 1.0 : env[16] = 0, env[17] = 1
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//# for color : env[16] = 1, env[17] = 0
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//# for 1.0-color : env[16] = -1, env[17] = 1
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result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
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#endif
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}
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@ -3,7 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2016 Robert Beckebans
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Copyright (C) 2013-2019 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").
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@ -27,14 +27,14 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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#include "renderprogs/BRDF.inc"
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#include "global.inc.hlsl"
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#include "BRDF.inc.hlsl"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
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uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
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uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
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uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
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uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map
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uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture
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uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture
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uniform samplerCUBE samp7 : register(s7); // texture 0 is the cube map
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uniform samplerCUBE samp8 : register(s8); // texture 0 is the cube map
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@ -59,8 +59,8 @@ void main( PS_IN fragment, out PS_OUT result ) {
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half4 bumpMap = tex2D( samp0, fragment.texcoord0.xy );
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// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
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// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
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half4 YCoCG = tex2D( samp3, fragment.texcoord1.xy );
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half4 specMap = tex2D( samp4, fragment.texcoord2.xy );
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half4 YCoCG = tex2D( samp2, fragment.texcoord1.xy );
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half4 specMap = tex2D( samp1, fragment.texcoord2.xy );
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//half3 lightVector = normalize( fragment.texcoord0.xyz );
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half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
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@ -118,12 +118,12 @@ void main( PS_IN fragment, out PS_OUT result ) {
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half3 specularColor = lerp( dielectricColor, baseColor, metallic );
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//diffuseColor = half3( 1.0 );
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float3 diffuseLight = sRGBToLinearRGB( texCUBE( samp7, globalNormal ).rgb ) * diffuseColor * ( rpDiffuseModifier.xyz ) * 1.5f;
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float3 diffuseLight = ( texCUBE( samp7, globalNormal ).rgb ) * diffuseColor * ( rpDiffuseModifier.xyz ) * 1.5f;
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//specularColor = half3( 0.0 );
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float mip = clamp( ( roughness * 7.0 ) + 3.0, 0.0, 10.0 );
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float3 envColor = sRGBToLinearRGB( texCUBElod( samp8, float4( reflectionVector, mip ) ).rgb ) * ( rpSpecularModifier.xyz ) * 1.0f;
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float3 envColor = ( textureLod( samp8, reflectionVector, mip ).rgb ) * ( rpSpecularModifier.xyz ) * 1.0f;
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float3 specularLight = envColor * specularColor;
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@ -132,8 +132,9 @@ void main( PS_IN fragment, out PS_OUT result ) {
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half4 specMapSRGB = specMap;
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specMap = sRGBAToLinearRGBA( specMap );
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//float3 diffuseLight = sRGBToLinearRGB( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 1.5f;
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float3 diffuseLight = diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 1.5f;
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//float3 diffuseLight = sRGBToLinearRGB( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 3.5f;
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float3 diffuseLight = ( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 3.5f;
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//float3 diffuseLight = diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 1.5f;
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// HACK calculate roughness from D3 gloss maps
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float Y = dot( LUMINANCE_SRGB.rgb, specMapSRGB.rgb );
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@ -144,7 +145,7 @@ void main( PS_IN fragment, out PS_OUT result ) {
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const float roughness = 1.0 - glossiness;
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float mip = clamp( ( roughness * 7.0 ) + 0.0, 0.0, 10.0 );
|
||||
float3 envColor = sRGBToLinearRGB( texCUBElod( samp8, float4( reflectionVector, mip ) ).rgb ) * ( rpSpecularModifier.xyz ) * 1.0f;
|
||||
float3 envColor = ( textureLod( samp8, reflectionVector, mip ).rgb ) * ( rpSpecularModifier.xyz ) * 0.5f;
|
||||
|
||||
float3 specularLight = envColor * specMap.rgb;
|
||||
|
|
@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "renderprogs/global.inc"
|
||||
#include "global.inc.hlsl"
|
||||
|
||||
#if defined( USE_GPU_SKINNING )
|
||||
uniform matrices_ubo { float4 matrices[408]; };
|
|
@ -47,7 +47,7 @@ struct PS_OUT
|
|||
|
||||
#define USE_TECHNICOLOR 1 // [0 or 1]
|
||||
|
||||
#define Technicolor_Amount 0.6 // [0.00 to 1.00]
|
||||
#define Technicolor_Amount 0.5 // [0.00 to 1.00]
|
||||
#define Technicolor_Power 4.0 // [0.00 to 8.00]
|
||||
#define Technicolor_RedNegativeAmount 0.88 // [0.00 to 1.00]
|
||||
#define Technicolor_GreenNegativeAmount 0.88 // [0.00 to 1.00]
|
||||
|
|
|
@ -5890,7 +5890,7 @@ void idRenderBackend::PostProcess( const void* data )
|
|||
/*
|
||||
* The shader has three passes, chained together as follows:
|
||||
*
|
||||
* |input|------------------<EFBFBD>
|
||||
* |input|------------------·
|
||||
* v |
|
||||
* [ SMAA*EdgeDetection ] |
|
||||
* v |
|
||||
|
@ -5900,7 +5900,7 @@ void idRenderBackend::PostProcess( const void* data )
|
|||
* v |
|
||||
* |blendTex| |
|
||||
* v |
|
||||
* [ SMAANeighborhoodBlending ] <------<EFBFBD>
|
||||
* [ SMAANeighborhoodBlending ] <------·
|
||||
* v
|
||||
* |output|
|
||||
*/
|
||||
|
|
|
@ -242,12 +242,6 @@ all state modified by the back end is separated from the front end state
|
|||
|
||||
===========================================================================
|
||||
*/
|
||||
//namespace ImGui
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
//#include "../libs/imgui/imgui.h"
|
||||
struct ImDrawData;
|
||||
|
||||
class idRenderBackend
|
||||
|
|
|
@ -111,8 +111,8 @@ void idRenderProgManager::Init()
|
|||
{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "ambient_lighting", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL, "ambient_lighting_IBL", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "ambient_lighting_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR, "ambient_lighting_IBL_PBR", "", BIT( USE_PBR ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED, "ambient_lighting_IBL_PBR", "_skinned", BIT( USE_GPU_SKINNING | USE_PBR ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR, "ambient_lighting_IBL", "_PBR", BIT( USE_PBR ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED, "ambient_lighting_IBL", "_PBR_skinned", BIT( USE_GPU_SKINNING | USE_PBR ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_SMALL_GEOMETRY_BUFFER, "gbuffer", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "gbuffer", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
|
||||
// RB end
|
||||
|
|
|
@ -396,7 +396,7 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
" *\n"
|
||||
" * The shader has three passes, chained together as follows:\n"
|
||||
" *\n"
|
||||
" * |input|------------------<EFBFBD>\n"
|
||||
" * |input|------------------·\n"
|
||||
" * v |\n"
|
||||
" * [ SMAA*EdgeDetection ] |\n"
|
||||
" * v |\n"
|
||||
|
@ -406,7 +406,7 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
" * v |\n"
|
||||
" * |blendTex| |\n"
|
||||
" * v |\n"
|
||||
" * [ SMAANeighborhoodBlending ] <------<EFBFBD>\n"
|
||||
" * [ SMAANeighborhoodBlending ] <------·\n"
|
||||
" * v\n"
|
||||
" * |output|\n"
|
||||
" *\n"
|
||||
|
@ -1794,12 +1794,17 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
"}\n"
|
||||
"\n"
|
||||
"// Fresnel term F( v, h )\n"
|
||||
"// Fnone( v, h ) = F(0<EFBFBD>) = specularColor\n"
|
||||
"// Fnone( v, h ) = F(0°) = specularColor\n"
|
||||
"half3 Fresnel_Schlick( half3 specularColor, half vdotH )\n"
|
||||
"{\n"
|
||||
" return specularColor + ( 1.0 - specularColor ) * pow( 1.0 - vdotH, 5.0 );\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"half3 Fresnel_Glossy( half3 specularColor, half roughness, half vdotH )\n"
|
||||
"{\n"
|
||||
" return specularColor + ( max( half3( 1.0 - roughness ), specularColor ) - specularColor ) * pow( 1.0 - vdotH, 5.0 );\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"// Visibility term G( l, v, h )\n"
|
||||
"// Very similar to Marmoset Toolbag 2 and gives almost the same results as Smith GGX\n"
|
||||
"float Visibility_Schlick( half vdotN, half ldotN, float alpha )\n"
|
||||
|
@ -2185,6 +2190,382 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
|
||||
},
|
||||
|
||||
{
|
||||
"renderprogs/ambient_lighting_IBL.ps.hlsl",
|
||||
"/*\n"
|
||||
"===========================================================================\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition GPL Source Code\n"
|
||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
||||
"Copyright (C) 2013-2019 Robert Beckebans\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"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.\n"
|
||||
"\n"
|
||||
"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.\n"
|
||||
"\n"
|
||||
"===========================================================================\n"
|
||||
"*/\n"
|
||||
"\n"
|
||||
"#include \"global.inc.hlsl\"\n"
|
||||
"#include \"BRDF.inc.hlsl\"\n"
|
||||
"\n"
|
||||
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
|
||||
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
|
||||
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
|
||||
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
|
||||
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
|
||||
"\n"
|
||||
"uniform samplerCUBE samp7 : register(s7); // texture 0 is the cube map\n"
|
||||
"uniform samplerCUBE samp8 : register(s8); // texture 0 is the cube map\n"
|
||||
"\n"
|
||||
"struct PS_IN {\n"
|
||||
" half4 position : VPOS;\n"
|
||||
" half4 texcoord0 : TEXCOORD0_centroid;\n"
|
||||
" half4 texcoord1 : TEXCOORD1_centroid;\n"
|
||||
" half4 texcoord2 : TEXCOORD2_centroid;\n"
|
||||
" half4 texcoord3 : TEXCOORD3_centroid;\n"
|
||||
" half4 texcoord4 : TEXCOORD4_centroid;\n"
|
||||
" half4 texcoord5 : TEXCOORD5_centroid;\n"
|
||||
" half4 texcoord6 : TEXCOORD6_centroid;\n"
|
||||
" half4 color : COLOR0;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct PS_OUT {\n"
|
||||
" half4 color : COLOR;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
||||
" half4 bumpMap = tex2D( samp0, fragment.texcoord0.xy );\n"
|
||||
"// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
|
||||
"// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
|
||||
" half4 YCoCG = tex2D( samp2, fragment.texcoord1.xy );\n"
|
||||
" half4 specMap = tex2D( samp1, fragment.texcoord2.xy );\n"
|
||||
"\n"
|
||||
" //half3 lightVector = normalize( fragment.texcoord0.xyz );\n"
|
||||
" half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );\n"
|
||||
"\n"
|
||||
" half3 localNormal;\n"
|
||||
"#if defined(USE_NORMAL_FMT_RGB8)\n"
|
||||
" localNormal.xy = bumpMap.rg - 0.5;\n"
|
||||
"#else\n"
|
||||
" localNormal.xy = bumpMap.wy - 0.5;\n"
|
||||
"#endif\n"
|
||||
" localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
|
||||
" localNormal = normalize( localNormal );\n"
|
||||
"\n"
|
||||
" //const half specularPower = 10.0f;\n"
|
||||
" //half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );\n"
|
||||
" // RB: added abs\n"
|
||||
" //half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );\n"
|
||||
"\n"
|
||||
" //half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz ) * 1.5f;\n"
|
||||
" //half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz ); \n"
|
||||
" \n"
|
||||
" // RB: http://developer.valvesoftware.com/wiki/Half_Lambert\n"
|
||||
" //float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;\n"
|
||||
" //halfLdotN *= halfLdotN;\n"
|
||||
" \n"
|
||||
" // traditional very dark Lambert light model used in Doom 3\n"
|
||||
" //float ldotN = dot3( localNormal, lightVector );\n"
|
||||
" \n"
|
||||
" float3 globalNormal;\n"
|
||||
" globalNormal.x = dot3( localNormal, fragment.texcoord4 );\n"
|
||||
" globalNormal.y = dot3( localNormal, fragment.texcoord5 );\n"
|
||||
" globalNormal.z = dot3( localNormal, fragment.texcoord6 );\n"
|
||||
"\n"
|
||||
" float3 globalEye = normalize( fragment.texcoord3.xyz );\n"
|
||||
"\n"
|
||||
" float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );\n"
|
||||
" reflectionVector = ( reflectionVector * 2.0f ) - globalEye;\n"
|
||||
" \n"
|
||||
"#if defined(USE_PBR)\n"
|
||||
" \n"
|
||||
" const half metallic = specMap.g;\n"
|
||||
" const half roughness = specMap.r;\n"
|
||||
" const half glossiness = 1.0 - roughness;\n"
|
||||
"\n"
|
||||
" // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
|
||||
" // values in a very narrow range (~0.02 - 0.08)\n"
|
||||
" \n"
|
||||
" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
|
||||
" const half3 dielectricColor = half3( 0.04 );\n"
|
||||
" \n"
|
||||
" // derive diffuse and specular from albedo(m) base color\n"
|
||||
" const half3 baseColor = diffuseMap;\n"
|
||||
" \n"
|
||||
" half3 diffuseColor = baseColor * ( 1.0 - metallic );\n"
|
||||
" half3 specularColor = lerp( dielectricColor, baseColor, metallic );\n"
|
||||
" \n"
|
||||
" //diffuseColor = half3( 1.0 );\n"
|
||||
" float3 diffuseLight = ( texCUBE( samp7, globalNormal ).rgb ) * diffuseColor * ( rpDiffuseModifier.xyz ) * 1.5f;\n"
|
||||
" \n"
|
||||
" //specularColor = half3( 0.0 );\n"
|
||||
" \n"
|
||||
" float mip = clamp( ( roughness * 7.0 ) + 3.0, 0.0, 10.0 );\n"
|
||||
" float3 envColor = ( textureLod( samp8, reflectionVector, mip ).rgb ) * ( rpSpecularModifier.xyz ) * 1.0f;\n"
|
||||
" \n"
|
||||
" float3 specularLight = envColor * specularColor;\n"
|
||||
" \n"
|
||||
"#else\n"
|
||||
" \n"
|
||||
" half4 specMapSRGB = specMap;\n"
|
||||
" specMap = sRGBAToLinearRGBA( specMap );\n"
|
||||
" \n"
|
||||
" //float3 diffuseLight = sRGBToLinearRGB( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 3.5f;\n"
|
||||
" float3 diffuseLight = ( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 3.5f;\n"
|
||||
" //float3 diffuseLight = diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 1.5f;\n"
|
||||
"\n"
|
||||
" // HACK calculate roughness from D3 gloss maps\n"
|
||||
" float Y = dot( LUMINANCE_SRGB.rgb, specMapSRGB.rgb );\n"
|
||||
" \n"
|
||||
" //const float glossiness = clamp( 1.0 - specMapSRGB.r, 0.0, 0.98 );\n"
|
||||
" const float glossiness = clamp( pow( Y, 1.0 / 2.0 ), 0.0, 0.98 );\n"
|
||||
" \n"
|
||||
" const float roughness = 1.0 - glossiness;\n"
|
||||
" \n"
|
||||
" float mip = clamp( ( roughness * 7.0 ) + 0.0, 0.0, 10.0 );\n"
|
||||
" float3 envColor = ( textureLod( samp8, reflectionVector, mip ).rgb ) * ( rpSpecularModifier.xyz ) * 0.5f;\n"
|
||||
" \n"
|
||||
" float3 specularLight = envColor * specMap.rgb;\n"
|
||||
" \n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
" // add glossy fresnel\n"
|
||||
" half hDotN = saturate( dot3( globalEye, globalNormal ) );\n"
|
||||
" \n"
|
||||
" half3 specularColor2 = half3( 0.0 );\n"
|
||||
" float3 glossyFresnel = Fresnel_Glossy( specularColor2, roughness, hDotN );\n"
|
||||
" \n"
|
||||
" // horizon fade\n"
|
||||
" const half horizonFade = 1.3;\n"
|
||||
" half horiz = saturate( 1.0 + horizonFade * saturate( dot3( reflectionVector, globalNormal ) ) );\n"
|
||||
" horiz *= horiz;\n"
|
||||
" //horiz = clamp( horiz, 0.0, 1.0 );\n"
|
||||
" \n"
|
||||
" //specularLight = glossyFresnel * envColor;\n"
|
||||
" specularLight += glossyFresnel * envColor * ( rpSpecularModifier.xyz ) * 0.9 * horiz;\n"
|
||||
"\n"
|
||||
" half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb );\n"
|
||||
" \n"
|
||||
" //result.color.rgb = diffuseLight;\n"
|
||||
" //result.color.rgb = diffuseLight * lightColor;\n"
|
||||
" //result.color.rgb = specularLight;\n"
|
||||
" result.color.rgb = ( diffuseLight + specularLight ) * lightColor * fragment.color.rgb;\n"
|
||||
" //result.color.rgb = localNormal.xyz * 0.5 + 0.5;\n"
|
||||
" //result.color.xyz = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor ) * fragment.color.rgb;\n"
|
||||
" //result.color = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgba;\n"
|
||||
" result.color.w = fragment.color.a;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
|
||||
},
|
||||
|
||||
{
|
||||
"renderprogs/ambient_lighting_IBL.vs.hlsl",
|
||||
"/*\n"
|
||||
"===========================================================================\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition GPL Source Code\n"
|
||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
||||
"Copyright (C) 2013-2015 Robert Beckebans\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"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.\n"
|
||||
"\n"
|
||||
"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.\n"
|
||||
"\n"
|
||||
"===========================================================================\n"
|
||||
"*/\n"
|
||||
"\n"
|
||||
"#include \"global.inc.hlsl\"\n"
|
||||
"\n"
|
||||
"#if defined( USE_GPU_SKINNING )\n"
|
||||
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"struct VS_IN {\n"
|
||||
" float4 position : POSITION;\n"
|
||||
" float2 texcoord : TEXCOORD0;\n"
|
||||
" float4 normal : NORMAL;\n"
|
||||
" float4 tangent : TANGENT;\n"
|
||||
" float4 color : COLOR0;\n"
|
||||
" float4 color2 : COLOR1;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VS_OUT {\n"
|
||||
" float4 position : POSITION;\n"
|
||||
" float4 texcoord0 : TEXCOORD0;\n"
|
||||
" float4 texcoord1 : TEXCOORD1;\n"
|
||||
" float4 texcoord2 : TEXCOORD2;\n"
|
||||
" float4 texcoord3 : TEXCOORD3;\n"
|
||||
" float4 texcoord4 : TEXCOORD4;\n"
|
||||
" float4 texcoord5 : TEXCOORD5;\n"
|
||||
" float4 texcoord6 : TEXCOORD6;\n"
|
||||
" float4 color : COLOR0;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
||||
"\n"
|
||||
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
||||
" float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
|
||||
" float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
|
||||
"\n"
|
||||
"#if defined( USE_GPU_SKINNING )\n"
|
||||
" //--------------------------------------------------------------\n"
|
||||
" // GPU transformation of the normal / tangent / bitangent\n"
|
||||
" //\n"
|
||||
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
||||
" //--------------------------------------------------------------\n"
|
||||
" const float w0 = vertex.color2.x;\n"
|
||||
" const float w1 = vertex.color2.y;\n"
|
||||
" const float w2 = vertex.color2.z;\n"
|
||||
" const float w3 = vertex.color2.w;\n"
|
||||
"\n"
|
||||
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
||||
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
||||
" matX = matrices[int(joint+0)] * w0;\n"
|
||||
" matY = matrices[int(joint+1)] * w0;\n"
|
||||
" matZ = matrices[int(joint+2)] * w0;\n"
|
||||
"\n"
|
||||
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
||||
" matX += matrices[int(joint+0)] * w1;\n"
|
||||
" matY += matrices[int(joint+1)] * w1;\n"
|
||||
" matZ += matrices[int(joint+2)] * w1;\n"
|
||||
"\n"
|
||||
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
||||
" matX += matrices[int(joint+0)] * w2;\n"
|
||||
" matY += matrices[int(joint+1)] * w2;\n"
|
||||
" matZ += matrices[int(joint+2)] * w2;\n"
|
||||
"\n"
|
||||
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
||||
" matX += matrices[int(joint+0)] * w3;\n"
|
||||
" matY += matrices[int(joint+1)] * w3;\n"
|
||||
" matZ += matrices[int(joint+2)] * w3;\n"
|
||||
"\n"
|
||||
" float3 normal;\n"
|
||||
" normal.x = dot3( matX, vNormal );\n"
|
||||
" normal.y = dot3( matY, vNormal );\n"
|
||||
" normal.z = dot3( matZ, vNormal );\n"
|
||||
" normal = normalize( normal );\n"
|
||||
"\n"
|
||||
" float3 tangent;\n"
|
||||
" tangent.x = dot3( matX, vTangent );\n"
|
||||
" tangent.y = dot3( matY, vTangent );\n"
|
||||
" tangent.z = dot3( matZ, vTangent );\n"
|
||||
" tangent = normalize( tangent );\n"
|
||||
"\n"
|
||||
" float3 bitangent;\n"
|
||||
" bitangent.x = dot3( matX, vBitangent );\n"
|
||||
" bitangent.y = dot3( matY, vBitangent );\n"
|
||||
" bitangent.z = dot3( matZ, vBitangent );\n"
|
||||
" bitangent = normalize( bitangent );\n"
|
||||
"\n"
|
||||
" float4 modelPosition;\n"
|
||||
" modelPosition.x = dot4( matX, vertex.position );\n"
|
||||
" modelPosition.y = dot4( matY, vertex.position );\n"
|
||||
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
||||
" modelPosition.w = 1.0;\n"
|
||||
"\n"
|
||||
"#else\n"
|
||||
" float4 modelPosition = vertex.position;\n"
|
||||
" float3 normal = vNormal.xyz;\n"
|
||||
" float3 tangent = vTangent.xyz;\n"
|
||||
" float3 bitangent = vBitangent.xyz;\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
||||
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
||||
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
||||
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
||||
"\n"
|
||||
" float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
|
||||
"\n"
|
||||
" //calculate vector to light\n"
|
||||
" //float4 toLight = rpLocalLightOrigin;\n"
|
||||
" float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );\n"
|
||||
"\n"
|
||||
" //--------------------------------------------------------------\n"
|
||||
"\n"
|
||||
"\n"
|
||||
" //# textures 0 takes the base coordinates by the texture matrix\n"
|
||||
" result.texcoord0 = defaultTexCoord;\n"
|
||||
" result.texcoord0.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
|
||||
" result.texcoord0.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
|
||||
"\n"
|
||||
" //# textures 1 takes the base coordinates by the texture matrix\n"
|
||||
" result.texcoord1 = defaultTexCoord;\n"
|
||||
" result.texcoord1.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
|
||||
" result.texcoord1.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
|
||||
"\n"
|
||||
" //# textures 2 takes the base coordinates by the texture matrix\n"
|
||||
" result.texcoord2 = defaultTexCoord;\n"
|
||||
" result.texcoord2.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
|
||||
" result.texcoord2.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
|
||||
"\n"
|
||||
" //# calculate normalized vector to viewer in R1\n"
|
||||
" float4 toEye = normalize( rpLocalViewOrigin - modelPosition );\n"
|
||||
"\n"
|
||||
" result.texcoord3.x = dot3( toEye, rpModelMatrixX );\n"
|
||||
" result.texcoord3.y = dot3( toEye, rpModelMatrixY );\n"
|
||||
" result.texcoord3.z = dot3( toEye, rpModelMatrixZ );\n"
|
||||
" \n"
|
||||
" result.texcoord4.x = dot3( tangent, rpModelMatrixX );\n"
|
||||
" result.texcoord5.x = dot3( tangent, rpModelMatrixY );\n"
|
||||
" result.texcoord6.x = dot3( tangent, rpModelMatrixZ );\n"
|
||||
"\n"
|
||||
" result.texcoord4.y = dot3( bitangent, rpModelMatrixX );\n"
|
||||
" result.texcoord5.y = dot3( bitangent, rpModelMatrixY );\n"
|
||||
" result.texcoord6.y = dot3( bitangent, rpModelMatrixZ );\n"
|
||||
"\n"
|
||||
" result.texcoord4.z = dot3( normal, rpModelMatrixX );\n"
|
||||
" result.texcoord5.z = dot3( normal, rpModelMatrixY );\n"
|
||||
" result.texcoord6.z = dot3( normal, rpModelMatrixZ );\n"
|
||||
"\n"
|
||||
"#if defined( USE_GPU_SKINNING )\n"
|
||||
" // for joint transformation of the tangent space, we use color and\n"
|
||||
" // color2 for weighting information, so hopefully there aren't any\n"
|
||||
" // effects that need vertex color...\n"
|
||||
" result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );\n"
|
||||
"#else\n"
|
||||
" //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
|
||||
" //# for 1.0 : env[16] = 0, env[17] = 1\n"
|
||||
" //# for color : env[16] = 1, env[17] = 0\n"
|
||||
" //# for 1.0-color : env[16] = -1, env[17] = 1 \n"
|
||||
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
|
||||
},
|
||||
|
||||
{
|
||||
"renderprogs/AmbientOcclusion_AO.ps.hlsl",
|
||||
"/**\n"
|
||||
|
@ -8279,7 +8660,7 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
" const half roughness = specMapSRGB.r;\n"
|
||||
" const half glossiness = 1.0 - roughness;\n"
|
||||
"\n"
|
||||
" // the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)\n"
|
||||
" // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
|
||||
" // values in a very narrow range (~0.02 - 0.08)\n"
|
||||
" \n"
|
||||
" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
|
||||
|
@ -9364,7 +9745,7 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
" const half roughness = specMapSRGB.r;\n"
|
||||
" const half glossiness = 1.0 - roughness;\n"
|
||||
"\n"
|
||||
" // the vast majority of real-world materials (anything not metal or gems) have F(0<EFBFBD>)\n"
|
||||
" // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
|
||||
" // values in a very narrow range (~0.02 - 0.08)\n"
|
||||
" \n"
|
||||
" // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
|
||||
|
@ -12313,7 +12694,11 @@ static const cgShaderDef_t cg_renderprogs[] =
|
|||
" \n"
|
||||
"#if OPERATOR == 0\n"
|
||||
" // advanced Reinhard operator, artistically desirable to burn out bright areas\n"
|
||||
" float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );\n"
|
||||
" //float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );\n"
|
||||
" \n"
|
||||
" // exponential tone mapper that is very similar to the Uncharted one\n"
|
||||
" // very good in keeping the colors natural\n"
|
||||
" float L = 1.0 - exp( -Yr );\n"
|
||||
" color.rgb *= L;\n"
|
||||
"\n"
|
||||
"#elif OPERATOR == 1\n"
|
||||
|
|
Loading…
Reference in a new issue