UltimateZoneBuilder/Source/Core/Resources/world3d.fx

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// 3D world rendering shader
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
// Vertex input data
struct VertexData
{
float3 pos : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
float3 normal : NORMAL; //mxd
};
// Pixel input data
struct PixelData
{
float4 pos : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
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};
//mxd
// Pixel input data for light pass
struct LitPixelData
{
float4 pos : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
float3 pos_w : TEXCOORD1; //mxd. pixel position in world space
float3 normal : TEXCOORD2; //mxd. normal
};
// Modulation color
float4 modulatecolor;
// Highlight color
float4 highlightcolor;
// Matrix for final transformation
float4x4 worldviewproj;
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//mxd
float4x4 world;
float4 vertexColor;
//light
float4 lightPosAndRadius;
float4 lightColor; //also used as fog color
//fog
float4 cameraPos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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// Texture input
texture texture1;
// Filter settings
dword minfiltersettings;
dword magfiltersettings;
dword mipfiltersettings;
float maxanisotropysetting;
// Texture sampler settings
sampler2D texturesamp = sampler_state
{
Texture = <texture1>;
MagFilter = magfiltersettings;
MinFilter = minfiltersettings;
MipFilter = mipfiltersettings;
MipMapLodBias = 0.0f;
MaxAnisotropy = maxanisotropysetting;
};
// Vertex shader
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PixelData vs_main(VertexData vd) {
PixelData pd;
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.color = vd.color;
pd.uv = vd.uv;
// Return result
return pd;
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}
//mxd. same as vs_main, but uses vertexColor var instead of actual vertex color. used in models rendering
PixelData vs_customvertexcolor(VertexData vd) {
PixelData pd;
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.color = vertexColor;
pd.color.a = 1.0f;
pd.uv = vd.uv;
// Return result
return pd;
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}
LitPixelData vs_customvertexcolor_fog(VertexData vd) {
LitPixelData pd;
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.color = vertexColor;
pd.color.a = 1.0f;
pd.uv = vd.uv;
pd.normal = vd.normal;
// Return result
return pd;
}
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//mxd. light pass vertex shader
LitPixelData vs_lightpass(VertexData vd) {
LitPixelData pd;
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
//pd.pos_w = mul(vd.pos, (float3x3)world);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.color = vd.color;
pd.uv = vd.uv;
pd.normal = vd.normal;
// Return result
return pd;
}
// Normal pixel shader
float4 ps_main(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
return tcolor * pd.color * modulatecolor;
}
// Full-bright pixel shader
float4 ps_fullbright(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
tcolor.a *= pd.color.a;
// Blend texture color and modulation color
return tcolor * modulatecolor;
}
// Normal pixel shader with highlight
float4 ps_main_highlight(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
// Blend texture color, vertex color and modulation color
float4 ncolor = tcolor * pd.color * modulatecolor;
float4 hcolor = float4(highlightcolor.rgb, ncolor.a);
//return lerp(ncolor, hcolor, highlightcolor.a);
return float4(hcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), ncolor.a + 0.25f); //tcolor.a
}
// Full-bright pixel shader with highlight
float4 ps_fullbright_highlight(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
// Blend texture color and modulation color
float4 ncolor = tcolor * modulatecolor;
float4 hcolor = float4(highlightcolor.rgb, ncolor.a);
//return lerp(ncolor, hcolor, highlightcolor.a);
return float4(hcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), ncolor.a + 0.25f); //tcolor.a
}
//mxd. This adds fog color to current pixel color
float4 getFogColor(LitPixelData pd, float4 color){
float fogdist = max(16.0f, distance(pd.pos_w, cameraPos.xyz));
float fogfactor = min(1.0f, fogdist / cameraPos.w);
//float fogfactor = exp2(cameraPos.w * fogdist);
if(fogfactor == 1.0f) //texture color completly replaced by fog color
return float4(lightColor.rgb, color.a);
return float4(lightColor.rgb * fogfactor + color.rgb * (1.0f - fogfactor), color.a);
}
//mxd. Shaders with fog calculation
// Normal pixel shader
float4 ps_main_fog(LitPixelData pd) : COLOR {
float4 tcolor = tex2D(texturesamp, pd.uv);
return getFogColor(pd, tcolor * pd.color * modulatecolor);
}
// Normal pixel shader with highlight
float4 ps_main_highlight_fog(LitPixelData pd) : COLOR {
float4 tcolor = tex2D(texturesamp, pd.uv);
// Blend texture color, vertex color and modulation color
float4 ncolor = tcolor * pd.color * modulatecolor;
float4 hcolor = float4(highlightcolor.rgb, ncolor.a);
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return getFogColor(pd, float4(hcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), ncolor.a + 0.25f)); //tcolor.a
}
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//mxd: used to draw bounding boxes
float4 ps_constant_color(PixelData pd) : COLOR {
return vertexColor;
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}
//mxd. dynamic light pixel shader pass, dood!
float4 ps_lightpass(LitPixelData pd) : COLOR {
//is face facing away from light source?
if(dot(pd.normal, (lightPosAndRadius.xyz - pd.pos_w)) < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel
clip(-1);
//is pixel in light range?
float dist = distance(pd.pos_w, lightPosAndRadius.xyz);
if(dist > lightPosAndRadius.w)
clip(-1);
//is pixel tranparent?
float4 tcolor = tex2D(texturesamp, pd.uv);
if(tcolor.a == 0.0f)
clip(-1);
//if it is - calculate color at current pixel
float4 lightColorMod = float4(0.0f, 0.0f, 0.0f, 0.0f);
lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0f) / lightPosAndRadius.w;
if(lightColorMod.r > 0.0f || lightColorMod.g > 0.0f || lightColorMod.b > 0.0f){
lightColorMod.rgb *= lightColor.a;
if(lightColor.a > 0.4f) //Normal, vavoom or negative light
return tcolor * lightColorMod;
return lightColorMod; //Additive light
}
clip(-1);
return lightColorMod; //should never get here
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}
// Technique for shader model 2.0
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technique SM20 {
// Normal
pass p0 {
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
// Full brightness mode
pass p1 {
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_fullbright();
}
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// Normal with highlight
pass p2 {
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main_highlight();
}
// Full brightness mode with highlight
pass p3 {
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_fullbright_highlight();
}
//mxd. same as p0-p3, but using vertexColor variable
// Normal
pass p4 {
VertexShader = compile vs_2_0 vs_customvertexcolor();
PixelShader = compile ps_2_0 ps_main();
}
pass p5 {} //mxd. need this only to maintain offset
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// Normal with highlight
pass p6 {
VertexShader = compile vs_2_0 vs_customvertexcolor();
PixelShader = compile ps_2_0 ps_main_highlight();
}
pass p7 {} //mxd. need this only to maintain offset
//mxd. same as p0-p3, but with fog calculation
// Normal
pass p8 {
VertexShader = compile vs_2_0 vs_lightpass();
PixelShader = compile ps_2_0 ps_main_fog();
}
pass p9 {} //mxd. need this only to maintain offset
// Normal with highlight
pass p10 {
VertexShader = compile vs_2_0 vs_lightpass();
PixelShader = compile ps_2_0 ps_main_highlight_fog();
}
pass p11 {} //mxd. need this only to maintain offset
//mxd. same as p4-p7, but with fog calculation
// Normal
pass p12 {
VertexShader = compile vs_2_0 vs_customvertexcolor_fog();
PixelShader = compile ps_2_0 ps_main_fog();
}
pass p13 {} //mxd. need this only to maintain offset
// Normal with highlight
pass p14 {
VertexShader = compile vs_2_0 vs_customvertexcolor_fog();
PixelShader = compile ps_2_0 ps_main_highlight_fog();
}
pass p15 {} //mxd. need this only to maintain offset
//mxd. Just fills everything with vertexColor. Used in ThingCage rendering.
pass p16 {
VertexShader = compile vs_2_0 vs_customvertexcolor();
PixelShader = compile ps_2_0 ps_constant_color();
}
//mxd. Light pass
pass p17 {
VertexShader = compile vs_2_0 vs_lightpass();
PixelShader = compile ps_2_0 ps_lightpass();
AlphaBlendEnable = true;
}
}