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Native, original HLSL shader file for Mount&Blade 1.011, found in the root folder of the enhanced version - Copyright (C) 2009 TaleWorlds Entertainment İkisoft - https://www.moddb.com/games/mount-blade/downloads/mountblade-1011-fall-2009-enhanced-version
#define NUM_LIGHTS 10
#define NUM_SIMUL_LIGHTS 4
#define NUM_WORLD_MATRICES 32
#define LIGHT_TYPE_NONE 0
#define LIGHT_TYPE_POINT 1
#define LIGHT_TYPE_DIRECTIONAL 2
#define LIGHT_NUM_TYPES 3
#define PCF_NONE 0
#define PCF_DEFAULT 1
#define PCF_NVIDIA 2
#define PCF_ATI 3
/*
#define FOG_TYPE_NONE 0
#define FOG_TYPE_LINEAR 1
Out.Fog = 1.f * (iFogType == FOG_TYPE_NONE)
+ 1.f/exp(d * fFogDensity) * (iFogType == FOG_TYPE_EXP)
+ 1.f/exp(pow(d * fFogDensity, 2)) * (iFogType == FOG_TYPE_EXP2)
+ saturate((fFogEnd - d)/(fFogEnd - fFogStart)) * (iFogType == FOG_TYPE_LINEAR);
#define TEX_TYPE_NONE 0
#define TEX_TYPE_CUBEMAP 1
#define TEX_NUM_TYPES 2
#define TEXGEN_TYPE_NONE 0
#define TEXGEN_TYPE_CAMERASPACENORMAL 1
#define TEXGEN_TYPE_CAMERASPACEPOSITION 2
#define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3
#define TEXGEN_NUM_TYPES 4
//automatic texture coordinate generation
Out.Tex0 = float4((2.f * dot(V,N) * N - V) * (iTexGenType == TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR)
+ N * (iTexGenType == TEXGEN_TYPE_CAMERASPACENORMAL)
+ P * (iTexGenType == TEXGEN_TYPE_CAMERASPACEPOSITION), 0);*/
// Structs and variables with default values
float4 vMaterialColor = float4(255.f/255.f, 230.f/255.f, 200.f/255.f, 1.0f);
float4 vMaterialColor2;
float fMaterialPower = 16.f;
float4 vSpecularColor = float4(5, 5, 5, 5);
float4 vAmbientColor = float4(64.f/255.f, 64.f/255.f, 64.f/255.f, 1.0f);
static float4 input_gamma = float4(2.2f, 2.2f, 2.2f, 2.2f);
float4 output_gamma = float4(2.2f, 2.2f, 2.2f, 2.2f);
float4 output_gamma_inv = float4(1.0f / 2.2f, 1.0f / 2.2f, 1.0f / 2.2f, 1.0f / 2.2f);
float time_var = 0.0f;
//fog settings
float4 vFogColor;
float fFogStart;
float fFogEnd;
float fFogDensity = 0.05f;
float uv_2_scale = 1.237;
texture diffuse_texture;
texture diffuse_texture_2;
texture specular_texture;
texture normal_texture;
texture env_texture;
texture shadowmap_texture;
int iLightIndices[NUM_SIMUL_LIGHTS] = { 0, 1, 2, 3 };
float3 vLightPosDir[NUM_LIGHTS];
float4 vLightDiffuse[NUM_LIGHTS];
float3 vSkyLightDir;
float4 vSkyLightColor;
float3 vSunDir;
float4 vSunColor;
float4 vPointLightColor;
float fShadowMapNextPixel = 1.0f / 4096;
float fShadowMapSize = 4096;
float fShadowBias = 0.00002f;//-0.000002f;
//initial and range of directional, point and spot lights within the light array
int iLightPointCount;
//transformation matrices
float4x4 matWorldViewProj : WORLDVIEWPROJ;
float4x4 matWorldView : WORLDVIEW;
float4x4 matViewProj : VIEWPROJ;
float4x4 matWorld : WORLD;
float4x4 matView : VIEW;
float4x4 matSunViewProj;
float4x4 matWaterWorldViewProj;
float4x4 matWorldArray[NUM_WORLD_MATRICES] : WORLDMATRIXARRAY;
float4 matBoneOriginArray[NUM_WORLD_MATRICES];
float4 vCameraPos;
float4 texture_offset = {0,0,0,0};
//float gradient_factor = 0.75f;
//float gradient_offset = 1.5f;
//function output structures
struct PS_INPUT_NOTEXTURE
{
float4 Color : COLOR0;
};
struct PS_INPUT_FONT
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
};
struct PS_INPUT_FLORA
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
};
struct PS_INPUT_FLORA_NO_SHADOW
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
};
struct PS_INPUT_WATER
{
float2 Tex0 : TEXCOORD0;
float3 LightDir : TEXCOORD1;//light direction for bump
float4 LightDif : TEXCOORD2;//light diffuse for bump
float3 CameraDir : TEXCOORD3;//camera direction for bump
float4 PosWater : TEXCOORD4;//position according to the water camera
};
struct PS_INPUT_BUMP
{
float4 VertexColor : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 SunLightDir : TEXCOORD1;//sun light dir in pixel coordinates
float3 SkyLightDir : TEXCOORD2;//light diffuse for bump
float4 PointLightDir : TEXCOORD3;//light ambient for bump
float4 ShadowTexCoord : TEXCOORD4;
float2 ShadowTexelPos : TEXCOORD5;
};
struct PS_INPUT_BUMP_DYNAMIC
{
float4 VertexColor : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 vec_to_light_0 : TEXCOORD1;
float3 vec_to_light_1 : TEXCOORD2;
float3 vec_to_light_2 : TEXCOORD3;
// float3 vec_to_light_3 : TEXCOORD4;
// float3 vec_to_light_4 : TEXCOORD5;
// float3 vec_to_light_5 : TEXCOORD6;
// float3 vec_to_light_6 : TEXCOORD7;
};
struct PS_INPUT_DOT3_BUMP
{
float4 Color : COLOR0;
float4 SunColor : COLOR1;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
};
struct PS_INPUT_SHADOWMAP
{
float2 Tex0 : TEXCOORD0;
float Depth : TEXCOORD1;
};
struct PS_INPUT_CHARACTER_SHADOW
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
};
struct VS_OUTPUT_CHARACTER_SHADOW
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float Fog : FOG;
};
struct VS_OUTPUT_SHADOWMAP
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float Depth : TEXCOORD1;
};
struct VS_OUTPUT_NOLIGHT
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
};
struct VS_OUTPUT_NOTEXTURE
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float Fog : FOG;
};
struct VS_OUTPUT_FONT
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float Fog : FOG;
};
struct VS_OUTPUT_FLORA
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float Fog : FOG;
};
struct VS_OUTPUT_FLORA_NO_SHADOW
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float Fog : FOG;
};
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float Fog : FOG;
};
// Pixel shader output structure
struct PS_OUTPUT
{
float4 RGBColor : COLOR;
};
struct VS_OUTPUT_BUMP
{
float4 Pos : POSITION;
float4 VertexColor : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 SunLightDir : TEXCOORD1;//sun light dir in pixel coordinates
float3 SkyLightDir : TEXCOORD2;//light diffuse for bump
float4 PointLightDir : TEXCOORD3;//light ambient for bump
float4 ShadowTexCoord : TEXCOORD4;
float2 ShadowTexelPos : TEXCOORD5;
float Fog : FOG;
};
struct VS_OUTPUT_BUMP_DYNAMIC
{
float4 Pos : POSITION;
float4 VertexColor : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 vec_to_light_0 : TEXCOORD1;
float3 vec_to_light_1 : TEXCOORD2;
float3 vec_to_light_2 : TEXCOORD3;
// float4 vec_to_light_3 : TEXCOORD4;
// float4 vec_to_light_4 : TEXCOORD5;
// float4 vec_to_light_5 : TEXCOORD6;
// float4 vec_to_light_6 : TEXCOORD7;
float Fog : FOG;
};
struct VS_OUTPUT_DOT3_BUMP
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float4 SunColor : COLOR1;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float Fog : FOG;
};
struct VS_OUTPUT_WATER
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float3 LightDir : TEXCOORD1;//light direction for bump
float4 LightDif : TEXCOORD2;//light diffuse for bump
float3 CameraDir : TEXCOORD3;//camera direction for bump
float4 PosWater : TEXCOORD4;//position according to the water camera
float Fog : FOG;
};
struct VS_OUTPUT_MAP_WATER
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 LightDir : TEXCOORD1;//light direction for bump
float4 LightDif : TEXCOORD2;//light diffuse for bump
float3 CameraDir : TEXCOORD3;//camera direction for bump
float4 PosWater : TEXCOORD4;//position according to the water camera
float Fog : FOG;
};
struct PS_INPUT_MAP_WATER
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float3 LightDir : TEXCOORD1;//light direction for bump
float4 LightDif : TEXCOORD2;//light diffuse for bump
float3 CameraDir : TEXCOORD3;//camera direction for bump
float4 PosWater : TEXCOORD4;//position according to the water camera
};
struct VS_OUTPUT_MAP_MOUNTAIN
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float3 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float Fog : FOG;
};
struct PS_INPUT_MAP_MOUNTAIN
{
float4 Color : COLOR0;
float3 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
};
struct VS_OUTPUT_CLEAR_FLOATING_POINT_BUFFER
{
float4 Pos : POSITION;
};
struct VS_OUTPUT_SPECULAR_ALPHA
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float3 worldPos : TEXCOORD4;
float3 worldNormal : TEXCOORD5;
float Fog : FOG;
};
struct PS_INPUT_SPECULAR_ALPHA
{
float4 Color : COLOR0;
float2 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float3 worldPos : TEXCOORD4;
float3 worldNormal : TEXCOORD5;
};
struct VS_OUTPUT_ENVMAP_SPECULAR
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float4 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float3 vSpecular : TEXCOORD4;
// float3 worldPos : TEXCOORD5;
// float3 worldNormal : TEXCOORD6;
float Fog : FOG;
};
struct PS_INPUT_ENVMAP_SPECULAR
{
float4 Color : COLOR0;
float4 Tex0 : TEXCOORD0;
float4 SunLight : TEXCOORD1;
float4 ShadowTexCoord : TEXCOORD2;
float2 TexelPos : TEXCOORD3;
float3 vSpecular : TEXCOORD4;
// float3 worldPos : TEXCOORD5;
// float3 worldNormal : TEXCOORD6;
};
//--------------------------------------------------------------------------------------
// Texture samplers
//--------------------------------------------------------------------------------------
sampler ShadowmapTextureSampler =
sampler_state
{
Texture = <shadowmap_texture>;
MipFilter = NONE;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler ClampedTextureSampler =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler FontTextureSampler =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler CharacterShadowTextureSampler =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = NONE;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler MeshTextureSampler =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = Anisotropic;
MinFilter = Anisotropic;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
MaxAnisotropy = 4;
};
sampler MeshTextureSamplerNoFilter =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = NONE;
MinFilter = NONE;
MagFilter = NONE;
AddressU = WRAP;
AddressV = WRAP;
};
sampler DiffuseTextureSamplerNoWrap =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = Anisotropic;
MinFilter = Anisotropic;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
MaxAnisotropy = 4;
};
sampler GrassTextureSampler =
sampler_state
{
Texture = <diffuse_texture>;
MipFilter = Anisotropic;
MinFilter = Anisotropic;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
MaxAnisotropy = 4;
MipMapLodBias = -1.0;
};
sampler Diffuse2Sampler =
sampler_state
{
Texture = <diffuse_texture_2>;
MipFilter = Anisotropic;
MinFilter = Anisotropic;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
MaxAnisotropy = 4;
};
sampler ReflectionTextureSampler =
sampler_state
{
Texture = <env_texture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler EnvTextureSampler =
sampler_state
{
Texture = <env_texture>;
MipFilter = Anisotropic;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler NormalTextureSampler =
sampler_state
{
Texture = <normal_texture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler SpecularTextureSampler =
sampler_state
{
Texture = <specular_texture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float GetSunAmount(uniform const int PcfMode, float4 ShadowTexCoord, float2 TexelPos)
{
float sun_amount;
if (PcfMode == PCF_NVIDIA)
{
sun_amount = tex2Dproj(ShadowmapTextureSampler, ShadowTexCoord).r;
}
else
{
float2 lerps = frac(TexelPos);
//read in bilerp stamp, doing the shadow checks
float sourcevals[4];
sourcevals[0] = (tex2D(ShadowmapTextureSampler, ShadowTexCoord).r < ShadowTexCoord.z)? 0.0f: 1.0f;
sourcevals[1] = (tex2D(ShadowmapTextureSampler, ShadowTexCoord + float2(fShadowMapNextPixel, 0)).r < ShadowTexCoord.z)? 0.0f: 1.0f;
sourcevals[2] = (tex2D(ShadowmapTextureSampler, ShadowTexCoord + float2(0, fShadowMapNextPixel)).r < ShadowTexCoord.z)? 0.0f: 1.0f;
sourcevals[3] = (tex2D(ShadowmapTextureSampler, ShadowTexCoord + float2(fShadowMapNextPixel, fShadowMapNextPixel)).r < ShadowTexCoord.z)? 0.0f: 1.0f;
// lerp between the shadow values to calculate our light amount
sun_amount = lerp(lerp(sourcevals[0], sourcevals[1], lerps.x), lerp(sourcevals[2], sourcevals[3], lerps.x), lerps.y);
}
return sun_amount;
}
float get_fog_amount(float d)
{
// return saturate((fFogEnd - d) / (fFogEnd - fFogStart));
return 1.0f / exp(d * fFogDensity);
}
VS_OUTPUT_CLEAR_FLOATING_POINT_BUFFER vs_clear_floating_point_buffer(float4 vPosition : POSITION)
{
VS_OUTPUT_CLEAR_FLOATING_POINT_BUFFER Out;
Out.Pos = mul(matWorldViewProj, vPosition);
return Out;
}
PS_OUTPUT ps_clear_floating_point_buffer()
{
PS_OUTPUT Out;
// Out.RGBColor = float4(1.0f, 1.0f, 1.0f, 1.0f);
Out.RGBColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
return Out;
}
VS_OUTPUT_NOTEXTURE vs_main_notexture(float4 vPosition : POSITION, float4 vColor : COLOR)
{
VS_OUTPUT_NOTEXTURE Out;
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Color = vColor * vMaterialColor;
float3 P = mul(matWorldView, vPosition); //position in view space
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main_notexture( PS_INPUT_NOTEXTURE In )
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
return Output;
}
VS_OUTPUT_FONT vs_font(float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FONT Out;
Out.Pos = mul(matWorldViewProj, vPosition);
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
Out.Color = vColor * vMaterialColor;
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_font_uniform_color(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
Output.RGBColor.a *= tex2D(FontTextureSampler, In.Tex0).a;
return Output;
}
PS_OUTPUT ps_font_background(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor.a = 1.0f; //In.Color.a;
Output.RGBColor.rgb = tex2D(FontTextureSampler, In.Tex0).rgb + In.Color.rgb;
// Output.RGBColor.rgb += 1.0f - In.Color.a;
return Output;
}
PS_OUTPUT ps_font_outline(PS_INPUT_FONT In)
{
float4 sample = tex2D(FontTextureSampler, In.Tex0);
PS_OUTPUT Output;
Output.RGBColor = In.Color;
Output.RGBColor.a = (1.0f - sample.r) + sample.a;
Output.RGBColor.rgb *= 0.6f * sample.a + 0.4f;
return Output;
}
PS_OUTPUT ps_no_shading(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
Output.RGBColor *= tex2D(DiffuseTextureSamplerNoWrap, In.Tex0);
return Output;
}
PS_OUTPUT ps_no_shading_no_alpha(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
Output.RGBColor *= tex2D(MeshTextureSamplerNoFilter, In.Tex0);
Output.RGBColor.a = 1.0f;
return Output;
}
PS_OUTPUT ps_skybox_shading(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
Output.RGBColor *= tex2D(MeshTextureSampler, In.Tex0);
return Output;
}
VS_OUTPUT_FONT vs_skybox(float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FONT Out;
Out.Pos = mul(matWorldViewProj, vPosition);
float3 P = vPosition; //position in view space
Out.Tex0 = tc;
Out.Color = vColor * vMaterialColor;
//apply fog
P.z *= 0.2f;
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
VS_OUTPUT_FLORA vs_flora(uniform const int PcfMode, float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FLORA Out = (VS_OUTPUT_FLORA)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
// Out.Color = vColor * vMaterialColor;
Out.Color = vColor * (vAmbientColor + vSunColor * 0.06f); //add some sun color to simulate sun passing through leaves.
// Out.Color = vColor * vMaterialColor * (vAmbientColor + vSunColor * 0.15f);
//shadow mapping variables
Out.SunLight = (vSunColor * 0.34f)* vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
}
//shadow mapping variables end
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_flora(PS_INPUT_FLORA In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
clip(tex_col.a - 0.05f);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
if (PcfMode != PCF_NONE)
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
Output.RGBColor = tex_col * ((In.Color + In.SunLight * sun_amount));
}
else
{
Output.RGBColor = tex_col * ((In.Color + In.SunLight));
}
// Output.RGBColor = tex_col * (In.Color + In.SunLight);
//Output.RGBColor = tex_col * In.Color;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_FLORA_NO_SHADOW vs_flora_no_shadow(float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FLORA_NO_SHADOW Out = (VS_OUTPUT_FLORA_NO_SHADOW)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
Out.Color = vColor * vMaterialColor;
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_flora_no_shadow(PS_INPUT_FLORA_NO_SHADOW In)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
clip(tex_col.a - 0.05f);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = tex_col * In.Color;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_FLORA vs_grass(uniform const int PcfMode, float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FLORA Out = (VS_OUTPUT_FLORA)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
Out.Color = vColor * vAmbientColor;
//shadow mapping variables
if (PcfMode != PCF_NONE)
{
Out.SunLight = (vSunColor * 0.55f) * vMaterialColor * vColor;
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
}
else
{
Out.SunLight = vSunColor * 0.5f * vColor;
}
//shadow mapping variables end
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
Out.Color.a = min(1.0f,(1.0f - (d / 50.0f)) * 2.0f);
return Out;
}
PS_OUTPUT ps_grass(PS_INPUT_FLORA In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(GrassTextureSampler, In.Tex0);
// clip(tex_col.a - 0.05f);
clip(tex_col.a - 0.1f);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
if ((PcfMode != PCF_NONE))
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
Output.RGBColor = tex_col * ((In.Color + In.SunLight * sun_amount));
}
else
{
Output.RGBColor = tex_col * ((In.Color + In.SunLight));
}
// Output.RGBColor = tex_col * (In.Color + In.SunLight);
// Output.RGBColor = tex_col * In.Color;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_FLORA_NO_SHADOW vs_grass_no_shadow(float4 vPosition : POSITION, float4 vColor : COLOR, float2 tc : TEXCOORD0)
{
VS_OUTPUT_FLORA_NO_SHADOW Out = (VS_OUTPUT_FLORA_NO_SHADOW)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
Out.Color = vColor * vMaterialColor;
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
Out.Color.a = min(1.0f,(1.0f - (d / 50.0f)) * 2.0f);
return Out;
}
PS_OUTPUT ps_grass_no_shadow(PS_INPUT_FLORA_NO_SHADOW In)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
clip(tex_col.a - 0.1f);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = tex_col * In.Color;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_FONT vs_main_no_shadow(float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT_FONT Out;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor + vLightColor;
diffuse_light += max(0.0f, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
diffuse_light += max(0.0f,dot(vWorldN, -vSunDir)) * vSunColor;
Out.Color = (vMaterialColor * vColor * diffuse_light);
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main_no_shadow(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = In.Color * tex_col;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
PS_OUTPUT ps_simple_no_filtering(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSamplerNoFilter, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = In.Color * tex_col;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
PS_OUTPUT ps_main_no_shadow_no_wrap(PS_INPUT_FONT In)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(DiffuseTextureSamplerNoWrap, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = In.Color * tex_col;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT vs_main (uniform const int PcfMode, uniform const bool UseSecondLight, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
if (UseSecondLight)
{
diffuse_light += vLightColor;
}
//directional lights, compute diffuse color
float dp = dot(vWorldN, -vSkyLightDir);
diffuse_light += max(0, dp) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD * LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0, wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor * diffuse_light);
//shadow mapping variables
float wNdotSun = max(0.0f,dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main(PS_INPUT In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
if ((PcfMode != PCF_NONE))
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor = tex_col * ((In.Color + In.SunLight * sun_amount));
}
else
{
Output.RGBColor = tex_col * (In.Color + In.SunLight);
}
// gamma correct
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT vs_main_skin (float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR, float4 vBlendWeights : BLENDWEIGHT, float4 vBlendIndices : BLENDINDICES, uniform const int PcfMode)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
float4 vObjectPos = mul(matWorldArray[vBlendIndices.x], vPosition - matBoneOriginArray[vBlendIndices.x]) * vBlendWeights.x
+ mul(matWorldArray[vBlendIndices.y], vPosition - matBoneOriginArray[vBlendIndices.y]) * vBlendWeights.y
+ mul(matWorldArray[vBlendIndices.z], vPosition - matBoneOriginArray[vBlendIndices.z]) * vBlendWeights.z
+ mul(matWorldArray[vBlendIndices.w], vPosition - matBoneOriginArray[vBlendIndices.w]) * vBlendWeights.w;
float3 vObjectN = normalize(mul((float3x3)matWorldArray[vBlendIndices.x], vNormal) * vBlendWeights.x
+ mul((float3x3)matWorldArray[vBlendIndices.y], vNormal) * vBlendWeights.y
+ mul((float3x3)matWorldArray[vBlendIndices.z], vNormal) * vBlendWeights.z
+ mul((float3x3)matWorldArray[vBlendIndices.w], vNormal) * vBlendWeights.w);
float4 vWorldPos = mul(matWorld,vObjectPos);
Out.Pos = mul(matViewProj, vWorldPos);
float3 vWorldN = normalize(mul((float3x3)matWorld, vObjectN)); //normal in world space
float3 P = mul(matView, vWorldPos); //position in view space
Out.Tex0 = tc;
//light computation
Out.Color = vAmbientColor;
// Out.Color.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
Out.Color += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float LD = length(point_to_light);
float fAtten = 1.0f /(LD * LD);// + 0.9f / (LD * LD);
//compute diffuse color
Out.Color += max(0, wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
Out.Color *= vMaterialColor * vColor;
Out.Color = min(1, Out.Color);
//shadow mapping variables
float wNdotSun = max(-0.0001, dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
VS_OUTPUT vs_face (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD * LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0.2f * (wNdotL + 0.9f), wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = vMaterialColor * vColor * diffuse_light;
//shadow mapping variables
float wNdotSun = dot(vWorldN, -vSunDir);
Out.SunLight = max(0.2f * (wNdotSun + 0.9f),wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_face(PS_INPUT In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 tex1_col = tex2D(MeshTextureSampler, In.Tex0);
float4 tex2_col = tex2D(Diffuse2Sampler, In.Tex0);
float4 tex_col;
tex_col = tex2_col * In.Color.a + tex1_col * (1.0f - In.Color.a);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
if ((PcfMode != PCF_NONE))
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor = tex_col * ((In.Color + In.SunLight * sun_amount));
}
else
{
Output.RGBColor = tex_col * (In.Color + In.SunLight);
}
// gamma correct
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = vMaterialColor.a;
return Output;
}
VS_OUTPUT vs_hair (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD * LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0.2f * (wNdotL + 0.9f), wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = vColor * diffuse_light;
//shadow mapping variables
float wNdotSun = dot(vWorldN, -vSunDir);
Out.SunLight = max(0.2f * (wNdotSun + 0.9f),wNdotSun) * vSunColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_hair(PS_INPUT In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 tex1_col = tex2D(MeshTextureSampler, In.Tex0);
float4 tex2_col = tex2D(Diffuse2Sampler, In.Tex0);
float4 final_col;
tex1_col.rgb = pow(tex1_col.rgb, input_gamma);
final_col = tex1_col * vMaterialColor;
float alpha = saturate(((2.0f * vMaterialColor2.a ) + tex2_col.a) - 1.9f);
final_col.rgb *= (1.0f - alpha);
final_col.rgb += tex2_col.rgb * alpha;
// tex_col = tex2_col * vMaterialColor2.a + tex1_col * (1.0f - vMaterialColor2.a);
float4 total_light = In.Color;
if ((PcfMode != PCF_NONE))
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
total_light.rgb += In.SunLight.rgb * sun_amount;
}
else
{
total_light.rgb += In.SunLight.rgb;
}
Output.RGBColor = final_col * total_light;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_WATER vs_main_water(float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float3 vTangent : TANGENT, float3 vBinormal : BINORMAL)
{
VS_OUTPUT_WATER Out = (VS_OUTPUT_WATER) 0;
Out.Pos = mul(matWorldViewProj, vPosition);
Out.PosWater = mul(matWaterWorldViewProj, vPosition);
float3 vWorldPos = (float3)mul(matWorld,vPosition);
float3 point_to_camera_normal = normalize(vCameraPos - vWorldPos);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 vWorld_binormal = normalize(mul((float3x3)matWorld, vBinormal)); //normal in world space
float3 vWorld_tangent = normalize(mul((float3x3)matWorld, vTangent)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
float3x3 TBNMatrix = float3x3(vWorld_tangent, vWorld_binormal, vWorldN);
Out.CameraDir = normalize(mul(TBNMatrix, point_to_camera_normal));
Out.Tex0 = tc + texture_offset.xy;
Out.LightDir = 0;
Out.LightDif = vAmbientColor;
float totalLightPower = 0;
//directional lights, compute diffuse color
Out.LightDir += normalize(mul(TBNMatrix, -vSunDir) * length(vSunColor.xyz));
Out.LightDif += vSunColor;
totalLightPower += length(vSunColor.xyz);
/*
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i] - vWorldPos;
float3 L = normalize(point_to_light);
float LD = length(point_to_light);
float fAtten = 1.0f/LD;// + 0.9f / (LD * LD);
float light_strength = length(vLightDiffuse[i].xyz) * fAtten;
Out.LightDir += normalize(mul(TBNMatrix, L)) * light_strength;
Out.LightDif += vLightDiffuse[i] * fAtten;
totalLightPower += light_strength;
}
*/
float vectoral_light_sum = length(Out.LightDir);
// float coef = vectoral_light_sum / totalLightPower;
// Out.LightDif *= coef;
Out.LightDir = normalize(Out.LightDir);
// Out.LightDir.y = -Out.LightDir.y;
// Out.LightDif = min(1, Out.LightDif);
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main_water( PS_INPUT_WATER In )
{
PS_OUTPUT Output;
float3 normal = (2.0f * tex2D(NormalTextureSampler, In.Tex0 * 1.0f).agb - 1.0f);
normal.y = -normal.y;
normal.z = sqrt(1.0f - (normal.x * normal.x + normal.y * normal.y));
float3 scaledNormal = normalize(normal * float3(0.2f, 0.2f, 1.0f));
float NdotL = saturate(dot(normal, In.LightDir));
// Output.RGBColor = max(0, NdotL) * In.LightDif;
float light_amount = (0.1f + NdotL) * 0.6f;
float3 H = normalize(In.LightDir + In.CameraDir); //half vector
float4 ColorSpec = /*vSpecularColor*/ 1.0f * pow(saturate(dot(H, normal)), 100.0f/*fMaterialPower*/) * In.LightDif;
// Output.RGBColor *= float4(1.5f, 1.5f, 3.0f, 1.0f);
// ColorSpec *= float4(1.5f, 1.5f, 3.0f, 1.0f);
// float distScaledDistortion = In.PosWater.z;
// distScaledDistortion = clamp(5 / (distScaledDistortion), 0.1f, 0.5f);
//TODO: Remove scaledNormal. Apply it on the image.
float4 tex = tex2D(ReflectionTextureSampler, float2(0.5f + 0.5f * (In.PosWater.x / In.PosWater.z) + scaledNormal.x, 0.5f - 0.5f * (In.PosWater.y / In.PosWater.z) - scaledNormal.y));
tex.rgb = pow(tex.rgb, output_gamma);
Output.RGBColor = 0.01f * NdotL * In.LightDif;// 1.0f * tex2D(MeshTextureSampler, In.Tex0) * light_amount * In.LightDif * In.CameraDir.z;
// tex.b *= 0.5;
// tex.r *= 0.6;
// tex.g *= 0.7;
Output.RGBColor += ((tex)/* + ColorSpec*/) * (1.0f - 0.8f * In.CameraDir.z) * light_amount;// + ColorSpec;
// Output.RGBColor *= max(0, NdotL) * In.LightDif;
Output.RGBColor.w = 1.0f - 0.3f * In.CameraDir.z;
Output.RGBColor.rgb = saturate(pow(Output.RGBColor.rgb, output_gamma_inv));
return Output;
}
PS_OUTPUT ps_fake_water( PS_INPUT_WATER In )
{
PS_OUTPUT Output;
//TODO: Remove normalize when the image is correct
float3 normal = (2.0f * tex2D(NormalTextureSampler, In.Tex0 * 2.0f).agb - 1.0f);
normal.z = sqrt(1.0f - (normal.x * normal.x + normal.y * normal.y));
float NdotL = dot(normal, In.LightDir);
// Output.RGBColor = max(0, NdotL) * In.LightDif;
float3 H = normalize(In.LightDir + In.CameraDir); //half vector
float4 ColorSpec = pow(max(0, dot(H, normal)), fMaterialPower) * In.LightDif;
// Output.RGBColor *= float4(1.5f, 1.5f, 3.0f, 1.0f);
// ColorSpec *= float4(1.5f, 1.5f, 3.0f, 1.0f);
// float distScaledDistortion = In.PosWater.z;
// distScaledDistortion = clamp(5 / (distScaledDistortion), 0.1f, 0.5f);
//TODO: Remove scaledNormal. Apply it on the image.
float3 scaledNormal = normalize(normal * float3(0.5f, 0.5f, 1.0f));
float4 tex = tex2D(ReflectionTextureSampler, float2(0.5f + 0.5f * (In.PosWater.x / In.PosWater.z) + scaledNormal.x, 0.5f - 0.5f * (In.PosWater.y / In.PosWater.z) + scaledNormal.y));
tex.rgb = pow(tex.rgb, output_gamma);
Output.RGBColor = ((tex)/* + ColorSpec*/) * 0.4f;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor += 0.6f * tex_col;
Output.RGBColor *= max(0, NdotL) * In.LightDif;
// Output.RGBColor.a = 1 - distScaledDistortion;
Output.RGBColor.w = 1.5f - In.CameraDir.z;
Output.RGBColor.rgb = saturate(pow(Output.RGBColor.rgb, output_gamma_inv));
return Output;
}
VS_OUTPUT_MAP_WATER vs_map_water (float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT_MAP_WATER Out = (VS_OUTPUT_MAP_WATER)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc + texture_offset.xy;
float4 diffuse_light = vAmbientColor + vLightColor;
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
float wNdotSun = max(-0.0001f,dot(vWorldN, -vSunDir));
diffuse_light += (wNdotSun) * vSunColor;
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor) * diffuse_light;
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_map_water(PS_INPUT_MAP_WATER In)
{
PS_OUTPUT Output;
Output.RGBColor = In.Color;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor *= tex_col;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_MAP_MOUNTAIN vs_map_mountain(uniform const int PcfMode, uniform const bool UseSecondLight, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vLightColor : COLOR1)
{
VS_OUTPUT_MAP_MOUNTAIN Out = (VS_OUTPUT_MAP_MOUNTAIN)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0.xy = tc;
Out.Tex0.z = max(0.0f, 0.7f * (vWorldPos.z - 1.5f));
float4 diffuse_light = vAmbientColor;
if (UseSecondLight)
{
diffuse_light += vLightColor;
}
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor * diffuse_light);
//shadow mapping variables
float wNdotSun = max(0.0f,dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_map_mountain(PS_INPUT_MAP_MOUNTAIN In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float4 sample_col = tex2D(MeshTextureSampler, In.Tex0.xy);
float4 tex_col;
tex_col.rgb = pow(sample_col.rgb, input_gamma);
tex_col.rgb += saturate(In.Tex0.z * (sample_col.a) - 1.5f);
tex_col.a = 1.0f;
/*
float snow = In.Tex0.z * (0.1f + sample_col.a) - 1.5f;
if (snow > 0.5f)
{
tex_col = float4(1.0f,1.0f,1.0f,1.0f);
}
*/
if ((PcfMode != PCF_NONE))
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor = saturate(tex_col) * ((In.Color + In.SunLight * sun_amount));
}
else
{
Output.RGBColor = saturate(tex_col) * (In.Color + In.SunLight);
}
// gamma correct
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
return Output;
}
VS_OUTPUT_DOT3_BUMP vs_main_dot3_bump (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vSunDir : COLOR1)
{
VS_OUTPUT_DOT3_BUMP Out = (VS_OUTPUT_DOT3_BUMP)0;
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Tex0 = tc;
Out.Color = vColor;
Out.SunColor = vSunDir;
float3 P = mul(matWorldView, vPosition); //position in view space
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal));
float wNdotSun = max(-0.0001, dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor;
if (PcfMode != PCF_NONE)
{
//shadow mapping variables
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
/*
PS_OUTPUT ps_main_dot3_bump(PS_INPUT_DOT3_BUMP In, uniform const int PcfMode)
{
PS_OUTPUT Output;
float3 normal = 2.0f * tex2D(NormalTextureSampler, In.Tex0).rgb - 1.0f;
float3 diffuse = 2.0f * In.Color.rgb - 1.0f;
float3 sun_color = 2.0f * In.SunColor.rgb - 1.0f;
float4 light_amount = vAmbientColor;
if (PcfMode != PCF_NONE)
{
float sun_amount = GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
light_amount += ((saturate(dot(sun_color, normal)) * (sun_amount)));
}
else
{
light_amount += saturate(dot(sun_color, normal));
}
light_amount += (saturate(dot(diffuse, normal)));
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor = tex_col * light_amount;
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = In.Color.a;
return Output;
}
*/
VS_OUTPUT_BUMP vs_main_bump (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float3 vTangent : TANGENT, float3 vBinormal : BINORMAL, float4 vVertexColor : COLOR0, float4 vPointLightDir : COLOR1)
{
VS_OUTPUT_BUMP Out = (VS_OUTPUT_BUMP)0;
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Tex0 = tc;
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 vWorld_binormal = normalize(mul((float3x3)matWorld, vBinormal)); //normal in world space
float3 vWorld_tangent = normalize(mul((float3x3)matWorld, vTangent)); //normal in world space
float3 P = mul(matWorldView, vPosition); //position in view space
float3x3 TBNMatrix = float3x3(vWorld_tangent, vWorld_binormal, vWorldN);
if (PcfMode != PCF_NONE)
{
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.ShadowTexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
Out.SunLightDir = mul(TBNMatrix, -vSunDir);
Out.SkyLightDir = mul(TBNMatrix, -vSkyLightDir);
Out.PointLightDir.rgb = 2.0f * vPointLightDir.rgb - 1.0f;
Out.PointLightDir.a = vPointLightDir.a;
Out.VertexColor = vVertexColor;
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main_bump( PS_INPUT_BUMP In, uniform const int PcfMode )
{
PS_OUTPUT Output;
float4 total_light = vAmbientColor;//In.LightAmbient;
float3 normal = (2.0f * tex2D(NormalTextureSampler, In.Tex0).agb - 1.0f);
normal.z = sqrt(1.0f - (normal.x * normal.x + normal.y * normal.y));
normal.y *= -1.0f;
if (PcfMode != PCF_NONE)
{
float sun_amount = 0.05f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.ShadowTexelPos);
// sun_amount *= sun_amount;
total_light += ((saturate(dot(In.SunLightDir.xyz, normal.xyz)) * (sun_amount))) * vSunColor;
}
else
{
total_light += saturate(dot(In.SunLightDir.xyz, normal.xyz)) * vSunColor;
}
total_light += saturate(dot(In.SkyLightDir.xyz, normal.xyz)) * vSkyLightColor;
total_light += saturate(dot(In.PointLightDir.xyz, normal.xyz)) * vPointLightColor;
Output.RGBColor.rgb = total_light.rgb;
Output.RGBColor.a = 1.0f;
Output.RGBColor *= vMaterialColor;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor *= tex_col;
Output.RGBColor *= In.VertexColor;
// Output.RGBColor = saturate(Output.RGBColor);
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = In.VertexColor.a;
return Output;
}
PS_OUTPUT ps_main_bump_simple( PS_INPUT_BUMP In, uniform const int PcfMode )
{
PS_OUTPUT Output;
float4 total_light = vAmbientColor;//In.LightAmbient;
float3 normal = (3.0f * tex2D(NormalTextureSampler, In.Tex0).rgb - 1.0f);
normal = normalize(normal);
normal.y = -normal.y;
if (PcfMode != PCF_NONE)
{
float sun_amount = 0.05f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.ShadowTexelPos);
// sun_amount *= sun_amount;
total_light += ((saturate(dot(In.SunLightDir.xyz, normal.xyz)) * (sun_amount))) * vSunColor;
}
else
{
total_light += saturate(dot(In.SunLightDir.xyz, normal.xyz)) * vSunColor;
}
total_light += saturate(dot(In.SkyLightDir.xyz, normal.xyz)) * vSkyLightColor;
total_light += saturate(dot(In.PointLightDir.xyz, normal.xyz)) * vPointLightColor;
Output.RGBColor.rgb = total_light.rgb;
Output.RGBColor.a = 1.0f;
Output.RGBColor *= vMaterialColor;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor *= tex_col;
Output.RGBColor *= In.VertexColor;
// Output.RGBColor = saturate(Output.RGBColor);
Output.RGBColor.rgb = saturate(pow(Output.RGBColor.rgb, output_gamma_inv));
Output.RGBColor.a = In.VertexColor.a;
return Output;
}
PS_OUTPUT ps_main_bump_simple_multitex( PS_INPUT_BUMP In, uniform const int PcfMode )
{
PS_OUTPUT Output;
float4 total_light = vAmbientColor;//In.LightAmbient;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
float4 tex_col2 = tex2D(Diffuse2Sampler, In.Tex0 * uv_2_scale);
tex_col2.rgb = pow(tex_col2.rgb, input_gamma);
float4 multi_tex_col = tex_col;
float inv_alpha = (1.0f - In.VertexColor.a);
multi_tex_col.rgb *= inv_alpha;
multi_tex_col.rgb += tex_col2.rgb * In.VertexColor.a;
float3 normal = (2.0f * tex2D(NormalTextureSampler, In.Tex0).rgb - 1.0f);
// float3 normal = (1.0f * (tex2D(NormalTextureSampler, In.Tex0).rgb + tex2D(NormalTextureSampler, In.Tex0 * 3.17f).rgb) - 1.0f);
// float3 normal2 = (2.0f * tex2D(NormalTexture2Sampler, In.Tex0).rgb - 1.0f);
float3 multi_normal = normal;
// multi_normal.rgb *= inv_alpha;
// multi_normal.rgb += normal2.rgb * In.VertexColor.a;
multi_normal.y *= -1.0f;
// multi_normal.z *= 0.5f;
multi_normal = normalize(multi_normal);
if (PcfMode != PCF_NONE)
{
float sun_amount = 0.05f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.ShadowTexelPos);
// sun_amount *= sun_amount;
total_light += ((saturate(dot(In.SunLightDir.xyz, multi_normal.xyz)) * (sun_amount))) * vSunColor;
}
else
{
total_light += saturate(dot(In.SunLightDir.xyz, multi_normal.xyz)) * vSunColor;
}
total_light += saturate(dot(In.SkyLightDir.xyz, multi_normal.xyz)) * vSkyLightColor;
// total_light += saturate(dot(In.PointLightDir.xyz, multi_normal.xyz)) * vPointLightColor;
Output.RGBColor.rgb = total_light.rgb;
Output.RGBColor.a = 1.0f;
// Output.RGBColor *= vMaterialColor;
Output.RGBColor *= multi_tex_col;
// Output.RGBColor *= In.VertexColor;
Output.RGBColor.a *= In.PointLightDir.a;
// Output.RGBColor = saturate(Output.RGBColor);
Output.RGBColor.rgb = saturate(pow(Output.RGBColor.rgb, output_gamma_inv));
return Output;
}
VS_OUTPUT_BUMP_DYNAMIC vs_main_bump_interior (float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float3 vTangent : TANGENT, float3 vBinormal : BINORMAL, float4 vVertexColor : COLOR0)
{
VS_OUTPUT_BUMP_DYNAMIC Out = (VS_OUTPUT_BUMP_DYNAMIC)0;
float4 vWorldPos = (float4)mul(matWorld,vPosition);
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Tex0 = tc;
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
float3 vWorld_binormal = normalize(mul((float3x3)matWorld, vBinormal)); //normal in world space
float3 vWorld_tangent = normalize(mul((float3x3)matWorld, vTangent)); //normal in world space
float3x3 TBNMatrix = float3x3(vWorld_tangent, vWorld_binormal, vWorldN);
float3 point_to_light = vLightPosDir[0]-vWorldPos.xyz;
Out.vec_to_light_0.xyz = mul(TBNMatrix, point_to_light);
point_to_light = vLightPosDir[1]-vWorldPos.xyz;
Out.vec_to_light_1.xyz = mul(TBNMatrix, point_to_light);
point_to_light = vLightPosDir[2]-vWorldPos.xyz;
Out.vec_to_light_2.xyz = mul(TBNMatrix, point_to_light);
/*
point_to_light = vLightPosDir[3]-vWorldPos.xyz;
Out.vec_to_light_3.xyz = mul(TBNMatrix, point_to_light);
Out.vec_to_light_3.w = length(point_to_light.xyz);
point_to_light = vLightPosDir[4]-vWorldPos.xyz;
Out.vec_to_light_4.xyz = mul(TBNMatrix, point_to_light);
Out.vec_to_light_4.w = length(point_to_light.xyz);
point_to_light = vLightPosDir[5]-vWorldPos.xyz;
Out.vec_to_light_5.xyz = mul(TBNMatrix, point_to_light);
Out.vec_to_light_5.w = length(Out.vec_to_light_5.xyz);
point_to_light = vLightPosDir[6]-vWorldPos.xyz;
Out.vec_to_light_6.xyz = mul(TBNMatrix, point_to_light);
Out.vec_to_light_6.w = length(Out.vec_to_light_6.xyz);
*/
Out.VertexColor = vVertexColor;
//apply fog
float3 P = mul(matWorldView, vPosition); //position in view space
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_main_bump_interior( PS_INPUT_BUMP_DYNAMIC In)
{
PS_OUTPUT Output;
float4 total_light = vAmbientColor;//In.LightAmbient;
// float3 normal = 2.0f * tex2D(NormalTextureSampler, In.Tex0).rgb - 1.0f;// - float3(1.0f, , 1.0f);
float3 normal = (2.0f * tex2D(NormalTextureSampler, In.Tex0).agb - 1.0f);
normal.z = sqrt(1.0f - (normal.x * normal.x + normal.y * normal.y));
normal.y = - normal.y;
// normal = normalize(normal);
// float3 abs_min_vec_to_light = float3(100000, 100000, 100000);
// float LD = In.vec_to_light_0.w;
float LD = length(In.vec_to_light_0.xyz);
float3 L = normalize(In.vec_to_light_0.xyz);
float wNdotL = dot(normal, L);
total_light += saturate(wNdotL) * vLightDiffuse[0] /(LD * LD);
// LD = In.vec_to_light_1.w;
LD = length(In.vec_to_light_1.xyz);
L = normalize(In.vec_to_light_1.xyz);
wNdotL = dot(normal, L);
total_light += saturate(wNdotL) * vLightDiffuse[1] /(LD * LD);
// LD = In.vec_to_light_2.w;
LD = length(In.vec_to_light_2.xyz);
L = normalize(In.vec_to_light_2.xyz);
wNdotL = dot(normal, L);
total_light += saturate(wNdotL) * vLightDiffuse[2] /(LD * LD);
/*
LD = In.vec_to_light_3.w;
L = normalize(In.vec_to_light_3.xyz);
wNdotL = dot(normal, L);
fAtten = 10.0f/(LD * LD);// + 0.01f / (LD * LD);
total_light += saturate(wNdotL) * vLightDiffuse[3] * fAtten;
LD = In.vec_to_light_4.w;
L = normalize(In.vec_to_light_4.xyz);
wNdotL = dot(normal, L);
fAtten = 1.0f/(LD * LD);// + 0.01f / (LD * LD);
total_light += saturate(wNdotL) * vLightDiffuse[4] * fAtten;
LD = In.vec_to_light_5.w;
L = normalize(In.vec_to_light_5.xyz);
wNdotL = dot(normal, L);
fAtten = 1.0f/(LD);// + 0.01f / (LD * LD);
total_light += saturate(wNdotL) * vLightDiffuse[5] * fAtten;
LD = In.vec_to_light_6.w;
L = normalize(In.vec_to_light_6.xyz);
wNdotL = dot(normal, L);
fAtten = 1.0f/(LD);// + 0.01f / (LD * LD);
total_light += saturate(wNdotL) * vLightDiffuse[6] * fAtten;
*/
// Output.RGBColor = saturate(total_light * 0.6f) * 1.66f;
Output.RGBColor = total_light;
float4 tex_col = tex2D(MeshTextureSampler, In.Tex0);
tex_col.rgb = pow(tex_col.rgb, input_gamma);
Output.RGBColor *= tex_col;
Output.RGBColor *= In.VertexColor;
// Output.RGBColor = saturate(Output.RGBColor);
Output.RGBColor.rgb = saturate(pow(Output.RGBColor.rgb, output_gamma_inv));
Output.RGBColor.a = In.VertexColor.a;
return Output;
}
VS_OUTPUT_SHADOWMAP vs_main_shadowmap_skin (float4 vPosition : POSITION, float2 tc : TEXCOORD0, float4 vBlendWeights : BLENDWEIGHT, float4 vBlendIndices : BLENDINDICES)
{
VS_OUTPUT_SHADOWMAP Out;
float4 vObjectPos = mul(matWorldArray[vBlendIndices.x], vPosition - matBoneOriginArray[vBlendIndices.x]) * vBlendWeights.x
+ mul(matWorldArray[vBlendIndices.y], vPosition - matBoneOriginArray[vBlendIndices.y]) * vBlendWeights.y
+ mul(matWorldArray[vBlendIndices.z], vPosition - matBoneOriginArray[vBlendIndices.z]) * vBlendWeights.z
+ mul(matWorldArray[vBlendIndices.w], vPosition - matBoneOriginArray[vBlendIndices.w]) * vBlendWeights.w;
Out.Pos = mul(matWorldViewProj, vObjectPos);
Out.Depth = Out.Pos.z/ Out.Pos.w;
Out.Tex0 = tc;
return Out;
}
VS_OUTPUT_SHADOWMAP vs_main_shadowmap (float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0)
{
VS_OUTPUT_SHADOWMAP Out;
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Depth = Out.Pos.z/Out.Pos.w;
if (1)//TODO: NVidia mode
{
float3 vScreenNormal = mul((float3x3)matWorldViewProj, vNormal); //normal in screen space
Out.Depth -= vScreenNormal.z * fShadowBias;
}
Out.Tex0 = tc;
return Out;
}
PS_OUTPUT ps_main_shadowmap(PS_INPUT_SHADOWMAP In)
{
PS_OUTPUT Output;
Output.RGBColor.a = tex2D(MeshTextureSampler, In.Tex0).a;
Output.RGBColor.a -= 0.5f;
clip(Output.RGBColor.a);
Output.RGBColor.rgb = In.Depth;// + fShadowBias;
return Output;
}
PS_OUTPUT ps_render_character_shadow(PS_INPUT_CHARACTER_SHADOW In)
{
PS_OUTPUT Output;
// Output.RGBColor = tex2D(MeshTextureSampler, In.Tex0);
// Output.RGBColor.a = 1.0f;
Output.RGBColor = 1.0f;
return Output;
}
VS_OUTPUT_CHARACTER_SHADOW vs_character_shadow (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR)
{
VS_OUTPUT_CHARACTER_SHADOW Out;
if (PcfMode != PCF_NONE)
{
//shadow mapping variables
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal));
float wNdotSun = max(-0.0001, dot(vWorldN, -vSunDir));
Out.SunLight = ( wNdotSun) * vSunColor;
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
else
{
Out = (VS_OUTPUT_CHARACTER_SHADOW)0;
}
Out.Pos = mul(matWorldViewProj, vPosition);
Out.Tex0 = tc;
Out.Color = vColor * vMaterialColor;
float3 P = mul(matWorldView, vPosition); //position in view space
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_character_shadow(uniform const int PcfMode, PS_INPUT_CHARACTER_SHADOW In)
{
PS_OUTPUT Output;
if (PcfMode == PCF_NONE)
{
Output.RGBColor.a = tex2D(CharacterShadowTextureSampler, In.Tex0).a * In.Color.a;
}
else
{
float sun_amount = 0.05f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor.a = saturate(tex2D(CharacterShadowTextureSampler, In.Tex0).a * In.Color.a * sun_amount);
}
Output.RGBColor.rgb = In.Color.rgb;
return Output;
}
VS_OUTPUT_SPECULAR_ALPHA vs_specular_alpha_skin (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0, float4 vBlendWeights : BLENDWEIGHT, float4 vBlendIndices : BLENDINDICES)
{
VS_OUTPUT_SPECULAR_ALPHA Out = (VS_OUTPUT_SPECULAR_ALPHA)0;
float4 vObjectPos = mul(matWorldArray[vBlendIndices.x], vPosition - matBoneOriginArray[vBlendIndices.x]) * vBlendWeights.x
+ mul(matWorldArray[vBlendIndices.y], vPosition - matBoneOriginArray[vBlendIndices.y]) * vBlendWeights.y
+ mul(matWorldArray[vBlendIndices.z], vPosition - matBoneOriginArray[vBlendIndices.z]) * vBlendWeights.z
+ mul(matWorldArray[vBlendIndices.w], vPosition - matBoneOriginArray[vBlendIndices.w]) * vBlendWeights.w;
float3 vObjectN = normalize(mul((float3x3)matWorldArray[vBlendIndices.x], vNormal) * vBlendWeights.x
+ mul((float3x3)matWorldArray[vBlendIndices.y], vNormal) * vBlendWeights.y
+ mul((float3x3)matWorldArray[vBlendIndices.z], vNormal) * vBlendWeights.z
+ mul((float3x3)matWorldArray[vBlendIndices.w], vNormal) * vBlendWeights.w);
float4 vWorldPos = mul(matWorld,vObjectPos);
Out.Pos = mul(matViewProj, vWorldPos);
float3 vWorldN = normalize(mul((float3x3)matWorld, vObjectN)); //normal in world space
float3 P = mul(matView, vWorldPos); //position in view space
// Out.Pos = mul(matWorldViewProj, vPosition);
// float4 vWorldPos = (float4)mul(matWorld,vPosition);
// float3 vWorldN = mul((float3x3)matWorld, vNormal); //normal in world space
Out.worldPos = vWorldPos;
Out.worldNormal = vWorldN;
// float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD*LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0, wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor * diffuse_light);
//shadow mapping variables
float wNdotSun = max(-0.0001f,dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
VS_OUTPUT_SPECULAR_ALPHA vs_specular_alpha (uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0)
{
VS_OUTPUT_SPECULAR_ALPHA Out = (VS_OUTPUT_SPECULAR_ALPHA)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
Out.worldPos = vWorldPos;
Out.worldNormal = vWorldN;
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0 = tc;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
float dp = dot(vWorldN, -vSkyLightDir);
if (dp < 0.0f)
{
dp *= -0.2f;
}
diffuse_light += dp * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD*LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0, wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor * diffuse_light);
//shadow mapping variables
float wNdotSun = max(-0.0001f,dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_specular_alpha(PS_INPUT_SPECULAR_ALPHA In, uniform const int PcfMode)
{
PS_OUTPUT Output;
// Compute half vector for specular lighting
// float3 vHalf = normalize(normalize(-ViewPos) + normalize(g_vLight - ViewPos));
float4 outColor = tex2D(MeshTextureSampler, In.Tex0);
outColor.rgb = pow(outColor.rgb, input_gamma);
float3 vHalf = normalize(normalize(vCameraPos - In.worldPos) - vSunDir);
// Compute normal dot half for specular light
float4 fSpecular = vSpecularColor * pow( saturate( dot( vHalf, normalize( In.worldNormal) ) ), fMaterialPower) * outColor.a;
if ((PcfMode != PCF_NONE))
{
float sun_amount = 0.15f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor = (outColor * ((In.Color + (In.SunLight + fSpecular) * sun_amount)));
}
else
{
Output.RGBColor = (outColor * ((In.Color + (In.SunLight + fSpecular * 0.5f))));
}
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = 1.0f;
return Output;
}
PS_OUTPUT ps_specular(PS_INPUT_SPECULAR_ALPHA In, uniform const int PcfMode)
{
PS_OUTPUT Output;
// Compute half vector for specular lighting
// float3 vHalf = normalize(normalize(-ViewPos) + normalize(g_vLight - ViewPos));
float4 outColor = tex2D(MeshTextureSampler, In.Tex0);
outColor.rgb = pow(outColor.rgb, input_gamma);
float4 specColor = tex2D(SpecularTextureSampler, In.Tex0);
float3 vHalf = normalize(normalize(vCameraPos - In.worldPos) - vSunDir);
// Compute normal dot half for specular light
float4 fSpecular = specColor * vSpecularColor * pow( saturate( dot( vHalf, normalize( In.worldNormal) ) ), fMaterialPower);
if ((PcfMode != PCF_NONE))
{
float sun_amount = 0.15f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
Output.RGBColor = (outColor * ((In.Color + (In.SunLight + fSpecular) * sun_amount)));
}
else
{
Output.RGBColor = (outColor * ((In.Color + (In.SunLight + fSpecular * 0.5f))));
}
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = 1.0f;
return Output;
}
VS_OUTPUT_ENVMAP_SPECULAR vs_envmap_specular(uniform const int PcfMode, float4 vPosition : POSITION, float3 vNormal : NORMAL, float2 tc : TEXCOORD0, float4 vColor : COLOR0)
{
VS_OUTPUT_ENVMAP_SPECULAR Out = (VS_OUTPUT_ENVMAP_SPECULAR)0;
Out.Pos = mul(matWorldViewProj, vPosition);
float4 vWorldPos = (float4)mul(matWorld,vPosition);
float3 vWorldN = normalize(mul((float3x3)matWorld, vNormal)); //normal in world space
// Out.worldPos = vWorldPos;
// Out.worldNormal = vWorldN;
float3 P = mul(matWorldView, vPosition); //position in view space
Out.Tex0.xy = tc;
float3 relative_cam_pos = normalize(vCameraPos - vWorldPos);
float2 envpos;
float3 tempvec = relative_cam_pos - vWorldN;
float3 vHalf = normalize(relative_cam_pos - vSunDir);
float3 fSpecular = 4.0f * vSpecularColor * pow( saturate( dot( vHalf, vWorldN) ), fMaterialPower);
Out.vSpecular = fSpecular;
envpos.x = (tempvec.y);// + tempvec.x);
envpos.y = tempvec.z;
envpos += 1.0f;
// envpos *= 0.5f;
Out.Tex0.zw = envpos;
float4 diffuse_light = vAmbientColor;
// diffuse_light.rgb *= gradient_factor * (gradient_offset + vWorldN.z);
//directional lights, compute diffuse color
diffuse_light += max(0, dot(vWorldN, -vSkyLightDir)) * vSkyLightColor;
//point lights
for(int j = 0; j < iLightPointCount; j++)
{
int i = iLightIndices[j];
float3 point_to_light = vLightPosDir[i]-vWorldPos;
float LD = length(point_to_light);
float3 L = normalize(point_to_light);
float wNdotL = dot(vWorldN, L);
float fAtten = 1.0f/(LD*LD);// + 0.9f / (LD * LD);
//compute diffuse color
diffuse_light += max(0, wNdotL) * vLightDiffuse[i] * fAtten;
}
//apply material color
// Out.Color = min(1, vMaterialColor * vColor * diffuse_light);
Out.Color = (vMaterialColor * vColor * diffuse_light);
//shadow mapping variables
float wNdotSun = max(-0.0001f,dot(vWorldN, -vSunDir));
Out.SunLight = (wNdotSun) * vSunColor * vMaterialColor * vColor;
if (PcfMode != PCF_NONE)
{
float4 ShadowPos = mul(matSunViewProj, vWorldPos);
Out.ShadowTexCoord = ShadowPos;
Out.ShadowTexCoord.z /= ShadowPos.w;
Out.ShadowTexCoord.w = 1.0f;
Out.TexelPos = Out.ShadowTexCoord * fShadowMapSize;
//shadow mapping variables end
}
//apply fog
float d = length(P);
Out.Fog = get_fog_amount(d);
return Out;
}
PS_OUTPUT ps_envmap_specular(PS_INPUT_ENVMAP_SPECULAR In, uniform const int PcfMode)
{
PS_OUTPUT Output;
// Compute half vector for specular lighting
// float3 vHalf = normalize(normalize(-ViewPos) + normalize(g_vLight - ViewPos));
float4 texColor = tex2D(MeshTextureSampler, In.Tex0.xy);
texColor.rgb = pow(texColor.rgb, input_gamma);
float3 specTexture = tex2D(SpecularTextureSampler, In.Tex0.xy).rgb;
float3 fSpecular = specTexture * In.vSpecular.rgb;
// float3 relative_cam_pos = normalize(vCameraPos - In.worldPos);
// float3 vHalf = normalize(relative_cam_pos - vSunDir);
/*
float2 envpos;
float3 tempvec =relative_cam_pos - In.worldNormal ;
// envpos.x = tempvec.x;
// envpos.y = tempvec.z;
envpos.xy = tempvec.xz;
envpos += 1.0f;
envpos *= 0.5f;
*/
float3 envColor = tex2D(EnvTextureSampler, In.Tex0.zw).rgb;
// Compute normal dot half for specular light
// float4 fSpecular = 4.0f * specColor * vSpecularColor * pow( saturate( dot( vHalf, normalize( In.worldNormal) ) ), fMaterialPower);
if ((PcfMode != PCF_NONE))
{
float sun_amount = 0.1f + GetSunAmount(PcfMode, In.ShadowTexCoord, In.TexelPos);
// sun_amount *= sun_amount;
float4 vcol = In.Color;
vcol.rgb += (In.SunLight.rgb + fSpecular) * sun_amount;
Output.RGBColor = (texColor * vcol);
Output.RGBColor.rgb += (In.SunLight * sun_amount + 0.3f) * (envColor.rgb * specTexture);
}
else
{
float4 vcol = In.Color;
vcol.rgb += (In.SunLight.rgb + fSpecular);
Output.RGBColor = (texColor * vcol);
Output.RGBColor.rgb += (In.SunLight + 0.3f) * (envColor.rgb * specTexture);
}
Output.RGBColor.rgb = pow(Output.RGBColor.rgb, output_gamma_inv);
Output.RGBColor.a = 1.0f;
return Output;
}
//the technique for the programmable shader (simply sets the vertex shader)
technique font_uniform_color
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_font_uniform_color();
}
}
technique font_background
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_font_background();
}
}
technique font_outline
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_font_outline();
}
}
technique no_shading
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_no_shading();
}
}
technique no_shading_no_alpha
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_no_shading_no_alpha();
}
}
technique simple_shading //Uses gamma
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_main_no_shadow();
}
}
technique simple_shading_no_filter //Uses gamma
{
pass P0
{
VertexShader = compile vs_2_0 vs_font();
PixelShader = compile ps_2_0 ps_simple_no_filtering();
}
}
technique skybox
{
pass P0
{
VertexShader = compile vs_2_0 vs_skybox();
PixelShader = compile ps_2_0 ps_skybox_shading();
}
}
technique diffuse
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_NONE, true);
PixelShader = compile ps_2_0 ps_main(PCF_NONE);
}
}
technique diffuse_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_DEFAULT, true);
PixelShader = compile ps_2_0 ps_main(PCF_DEFAULT);
}
}
technique diffuse_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main(PCF_NVIDIA, true);
PixelShader = compile ps_2_a ps_main(PCF_NVIDIA);
}
}
technique diffuse_dynamic
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_NONE, false);
PixelShader = compile ps_2_0 ps_main(PCF_NONE);
}
}
technique diffuse_dynamic_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_DEFAULT, false);
PixelShader = compile ps_2_0 ps_main(PCF_DEFAULT);
}
}
technique diffuse_dynamic_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main(PCF_NVIDIA, false);
PixelShader = compile ps_2_a ps_main(PCF_NVIDIA);
}
}
technique skin_diffuse
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_skin(PCF_NONE);
PixelShader = compile ps_2_0 ps_main(PCF_NONE);
}
}
technique skin_diffuse_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_skin(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_main(PCF_DEFAULT);
}
}
technique skin_diffuse_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main_skin(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_main(PCF_NVIDIA);
}
}
technique face_shader
{
pass P0
{
VertexShader = compile vs_2_0 vs_face(PCF_NONE);
PixelShader = compile ps_2_0 ps_face(PCF_NONE);
}
}
technique face_shader_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_face(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_face(PCF_DEFAULT);
}
}
technique face_shader_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_face(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_face(PCF_NVIDIA);
}
}
technique hair_shader
{
pass P0
{
VertexShader = compile vs_2_0 vs_hair(PCF_NONE);
PixelShader = compile ps_2_0 ps_hair(PCF_NONE);
}
}
technique hair_shader_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_hair(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_hair(PCF_DEFAULT);
}
}
technique hair_shader_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_hair(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_hair(PCF_NVIDIA);
}
}
technique map_water
{
pass P0
{
VertexShader = compile vs_2_0 vs_map_water();
PixelShader = compile ps_2_0 ps_map_water();
}
}
technique map_mountain
{
pass P0
{
VertexShader = compile vs_2_0 vs_map_mountain(PCF_NONE, true);
PixelShader = compile ps_2_0 ps_map_mountain(PCF_NONE);
}
}
technique map_mountain_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_map_mountain(PCF_DEFAULT, true);
PixelShader = compile ps_2_0 ps_map_mountain(PCF_DEFAULT);
}
}
technique map_mountain_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_0 vs_map_mountain(PCF_NVIDIA, true);
PixelShader = compile ps_2_0 ps_map_mountain(PCF_NVIDIA);
}
}
technique envmap_metal
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_NONE, true);
PixelShader = compile ps_2_0 ps_main(PCF_NONE);
}
}
technique envmap_metal_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main(PCF_DEFAULT, true);
PixelShader = compile ps_2_0 ps_main(PCF_DEFAULT);
}
}
technique envmap_metal_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main(PCF_NVIDIA, true);
PixelShader = compile ps_2_a ps_main(PCF_NVIDIA);
}
}
technique bumpmap
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_NONE);
PixelShader = compile ps_2_0 ps_main_bump(PCF_NONE);
}
}
technique bumpmap_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_main_bump(PCF_DEFAULT);
}
}
technique bumpmap_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main_bump(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_main_bump(PCF_NVIDIA);
}
}
technique bumpmap_interior
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump_interior();
PixelShader = compile ps_2_0 ps_main_bump_interior();
}
}
technique watermap
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_water();
PixelShader = compile ps_2_0 ps_main_water();
}
}
technique fakewatermap
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_water();
PixelShader = compile ps_2_0 ps_fake_water();
}
}
technique dot3
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_NONE);
PixelShader = compile ps_2_0 ps_main_bump_simple(PCF_NONE);
}
}
technique dot3_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_main_bump_simple(PCF_DEFAULT);
}
}
technique dot3_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main_bump(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_main_bump_simple(PCF_NVIDIA);
}
}
technique dot3_multitex
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_NONE);
PixelShader = compile ps_2_0 ps_main_bump_simple_multitex(PCF_NONE);
}
}
technique dot3_multitex_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_bump(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_main_bump_simple_multitex(PCF_DEFAULT);
}
}
technique dot3_multitex_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_main_bump(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_main_bump_simple_multitex(PCF_NVIDIA);
}
}
technique diffuse_no_shadow
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_no_shadow();
PixelShader = compile ps_2_0 ps_main_no_shadow();
}
}
technique notexture
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_notexture();
PixelShader = compile ps_2_0 ps_main_notexture();
}
}
technique renderdepth
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_shadowmap();
PixelShader = compile ps_2_0 ps_main_shadowmap();
}
}
technique renderdepthwithskin
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_shadowmap_skin();
PixelShader = compile ps_2_0 ps_main_shadowmap();
}
}
technique clear_floating_point_buffer
{
pass P0
{
VertexShader = compile vs_2_0 vs_clear_floating_point_buffer();
PixelShader = compile ps_2_0 ps_clear_floating_point_buffer();
}
}
technique character_shadow
{
pass P0
{
VertexShader = compile vs_2_0 vs_character_shadow(PCF_NONE);
PixelShader = compile ps_2_0 ps_character_shadow(PCF_NONE);
}
}
technique character_shadow_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_character_shadow(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_character_shadow(PCF_DEFAULT);
}
}
technique character_shadow_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_character_shadow(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_character_shadow(PCF_NVIDIA);
}
}
technique render_character_shadow
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_shadowmap();
PixelShader = compile ps_2_0 ps_render_character_shadow();
}
}
technique render_character_shadow_with_skin
{
pass P0
{
VertexShader = compile vs_2_0 vs_main_shadowmap_skin();
PixelShader = compile ps_2_0 ps_render_character_shadow();
}
}
technique flora
{
pass P0
{
VertexShader = compile vs_2_0 vs_flora(PCF_NONE);
PixelShader = compile ps_2_0 ps_flora(PCF_NONE);
}
}
technique flora_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_flora(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_flora(PCF_DEFAULT);
}
}
technique flora_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_flora(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_flora(PCF_NVIDIA);
}
}
technique flora_PRESHADED
{
pass P0
{
VertexShader = compile vs_2_0 vs_flora_no_shadow();
PixelShader = compile ps_2_0 ps_flora_no_shadow();
}
}
technique grass_no_shadow
{
pass P0
{
VertexShader = compile vs_2_0 vs_grass_no_shadow();
PixelShader = compile ps_2_0 ps_grass_no_shadow();
}
}
technique grass
{
pass P0
{
VertexShader = compile vs_2_0 vs_grass(PCF_NONE);
PixelShader = compile ps_2_0 ps_grass(PCF_NONE);
}
}
technique grass_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_grass(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_grass(PCF_DEFAULT);
}
}
technique grass_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_grass(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_grass(PCF_NVIDIA);
}
}
technique grass_PRESHADED
{
pass P0
{
VertexShader = compile vs_2_0 vs_grass_no_shadow();
PixelShader = compile ps_2_0 ps_grass_no_shadow();
}
}
technique specular_diffuse
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha(PCF_NONE);
PixelShader = compile ps_2_0 ps_specular(PCF_NONE);
}
}
technique specular_diffuse_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_specular(PCF_DEFAULT);
}
}
technique specular_diffuse_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_specular_alpha(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_specular(PCF_NVIDIA);
}
}
technique specular_diffuse_skin
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha_skin(PCF_NONE);
PixelShader = compile ps_2_0 ps_specular(PCF_NONE);
}
}
technique specular_diffuse_skin_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha_skin(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_specular(PCF_DEFAULT);
}
}
technique specular_diffuse_skin_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_specular_alpha_skin(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_specular(PCF_NVIDIA);
}
}
technique envmap_specular_diffuse
{
pass P0
{
VertexShader = compile vs_2_0 vs_envmap_specular(PCF_NONE);
PixelShader = compile ps_2_0 ps_envmap_specular(PCF_NONE);
}
}
technique envmap_specular_diffuse_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_envmap_specular(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_envmap_specular(PCF_DEFAULT);
}
}
technique envmap_specular_diffuse_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_envmap_specular(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_envmap_specular(PCF_NVIDIA);
}
}
technique specular_alpha
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha(PCF_NONE);
PixelShader = compile ps_2_0 ps_specular_alpha(PCF_NONE);
}
}
technique specular_alpha_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_specular_alpha(PCF_DEFAULT);
}
}
technique specular_alpha_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_specular_alpha(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_specular_alpha(PCF_NVIDIA);
}
}
technique specular_alpha_skin
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha_skin(PCF_NONE);
PixelShader = compile ps_2_0 ps_specular_alpha(PCF_NONE);
}
}
technique specular_alpha_skin_SHDW
{
pass P0
{
VertexShader = compile vs_2_0 vs_specular_alpha_skin(PCF_DEFAULT);
PixelShader = compile ps_2_0 ps_specular_alpha(PCF_DEFAULT);
}
}
technique specular_alpha_skin_SHDWNVIDIA
{
pass P0
{
VertexShader = compile vs_2_a vs_specular_alpha_skin(PCF_NVIDIA);
PixelShader = compile ps_2_a ps_specular_alpha(PCF_NVIDIA);
}
}
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