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2026-08-09 04:23:10 -07:00

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{
parms {
stageSort sortCoverage
useClipSpheres 1
}
state {
depthfunc GL_LEQUAL
}
hlsl_vp {
//#define FULL_WOUNDS
#define CLIP_SPHERES
#include "includes/vertex.inc"
#include "includes/gore.inc"
CALC_TEXCOORDS_BLEND( result.texcoord0 );
float4 position;
float4 normal;
float4 tangent;
float3 worldPosition;
CALC_PNT( position, normal, tangent );
CALC_SKINNED_POSITION_NORMALS( result.position, result.texcoord1, result.texcoord2, result.texcoord3, result.texcoord4, position, normal, tangent, worldPosition );
#if defined( CLIP_SPHERES )
result.texcoord7.xy = result.texcoord0.xy * $woundTexTile.xy * _half2( 256.0 );
CALC_GORE_CLIP_SPHERES( result.texcoord6 );
#elif defined( FULL_WOUNDS )
CALC_GORE_VERTEX( result.texcoord6, result.texcoord7 );
#endif
}
hlsl_fp {
//#define FULL_WOUNDS
#define CLIP_SPHERES
//#define DMG_SKINS
#include "includes/vmtr.inc"
#include "includes/gore.inc"
half4 sampleSpecular;
half4 sampleYCoCg;
half4 sampleNormal;
half2 feedbackTexCoord;
float4 feedback;
half3 fromViewerN;
half3 globalNormal;
half4 globalReflection;
half3 surfaceDiffuse;
half3 surfaceSpecular;
half4 color;
#if defined( CLIP_SPHERES )
// look up wound texture with arbitrary tiling value, will need to be a parameter
half4 woundMap3 = tex2D( $woundTexture, fragment.texcoord7.xy );
APPLY_GORE_CLIP_SPHERES( fragment.texcoord6.w, woundMap3 );
#endif
#if defined( DMG_SKINS )
FETCH_VMTR_BLEND( sampleSpecular, sampleYCoCg, sampleNormal, feedbackTexCoord, fragment.htexcoord1.w );
#elif defined( CLIP_SPHERES )
FETCH_VMTR_BLEND( sampleSpecular, sampleYCoCg, sampleNormal, feedbackTexCoord, fragment.htexcoord1.w );
#else
FETCH_VMTR( sampleSpecular, sampleYCoCg, sampleNormal, feedbackTexCoord, fragment.htexcoord1.w );
#endif
CALC_VMTR_FEEDBACK( feedback, feedbackTexCoord );
CALC_DIFFUSE_RGB( surfaceDiffuse, sampleYCoCg );
CALC_SPECULAR_RGB( surfaceSpecular, sampleSpecular, sampleNormal.z );
half3 diffuse = surfaceDiffuse;
half3 specular = surfaceSpecular;
#if defined( FULL_WOUNDS )
APPLY_GORE_WOUNDS( diffuse, fragment.htexcoord6, fragment.htexcoord7, $skinSpecularScale.x, sampleSpecular.xyz );
#elif defined( CLIP_SPHERES )
half decal = 1.0 - saturate( fragment.texcoord6.z );
woundMap3.w *= 1.0 - saturate( fragment.texcoord6.z );
woundMap3.w += smoothstep( 0.75, 1.2, decal );
woundMap3.w = smoothstep( 0.15, 0.8, woundMap3.w );
// apply blood color to the diffuse
diffuse.xyz = lerp( diffuse.xyz, diffuse.xyz * half3( 1.0, 0.15, 0.0 ) + half3( 0.05, 0.0075, 0.0 ), _float3( woundMap3.w ) );
// lerp the spec so blood is shinier than the rest of the character
specular.xyz = lerp( specular.xyz, half3( 0.5f, 0.4f, 0.3f ), _float3( woundMap3.w ) );
// normal maps are not in local space so we have to bring them into local space,
// add them together then put them back into texture space. Should probably bring
// the normal maps into local space earlier than CALC_GLOBAL_NORMAL to make modifying
// them easier.
woundMap3.xy -= 0.5;
woundMap3.xy *= woundMap3.w;
sampleNormal.xy += woundMap3.xy;
#endif
CALC_FROM_VIEWER( fromViewerN, fragment.htexcoord4.xyz );
CALC_GLOBAL_NORMAL( globalNormal, sampleNormal, fragment.htexcoord1.xyz, fragment.htexcoord2.xyz, fragment.htexcoord3.xyz );
CALC_GLOBAL_REFLECTION( globalReflection, globalNormal, fromViewerN );
APPLY_GRAZING( diffuse, specular, globalNormal, fromViewerN );
APPLY_SPECULAR_REFLECTION( specular, sampleNormal.x, globalReflection );
APPLY_SCALING( diffuse, specular );
APPLY_LIGHTING( color, diffuse, specular, globalNormal );
APPLY_HIGHLIGHT( color, fromViewerN, fragment.htexcoord1, fragment.htexcoord2, fragment.htexcoord3 );
result.color0 = color;
result.color1 = feedback;
OUTPUT_SURFACE_ATTRIBUTES( surfaceDiffuse, surfaceSpecular, sampleNormal.x, globalNormal );
}
}