90 lines
3.7 KiB
Plaintext
90 lines
3.7 KiB
Plaintext
{
|
|
parms {
|
|
stageSort sortCoverage
|
|
}
|
|
state {
|
|
depthfunc GL_LEQUAL
|
|
}
|
|
hlsl_vp {
|
|
#include "includes/vertex.inc"
|
|
|
|
// pw-note: We must frac final texture coordinates in vertex program before applying skin offset in case we have any wrapping coordinates.
|
|
// In the fragment program we then do custom vmtr fetch where we skip the default fractioning of the texture coordinates since we can
|
|
// garuantee we don't wrap over into any unmapped space and still get virtual mapped non-generic materials to work properly with skin blending.
|
|
//CALC_TEXCOORDS_BLEND( result.texcoord0 );
|
|
result.texcoord0 = frac( vertex.texcoord0.xyxy * $vertexStScaleBias.xyxy + $vertexStScaleBias.zwzw ) + skinOffsets.xyzw;
|
|
|
|
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 );
|
|
|
|
result.texcoord5.xy = vertex.texcoord0.xy * $vertexStScaleBias.xy + $vertexStScaleBias.zw;
|
|
}
|
|
hlsl_fp {
|
|
#define VMTR_TEXCOORD_SKIP_FRAC
|
|
#include "includes/vmtr.inc"
|
|
|
|
half4 sampleSpecular;
|
|
half4 sampleYCoCg;
|
|
half4 sampleSpecularNormal;
|
|
half2 feedbackTexCoord;
|
|
half3 surfaceDiffuse;
|
|
half3 surfaceSpecular;
|
|
half3 globalDiffuseNormal;
|
|
half3 globalSpecularNormal;
|
|
half3 fromViewerN;
|
|
half4 globalReflection;
|
|
half4 color;
|
|
float4 feedback;
|
|
|
|
//FETCH_VMTR( sampleSpecular, sampleYCoCg, sampleSpecularNormal, feedbackTexCoord );
|
|
FETCH_VMTR_BLEND( sampleSpecular, sampleYCoCg, sampleSpecularNormal, feedbackTexCoord, fragment.htexcoord1.w );
|
|
|
|
// ------- custom textures -------
|
|
|
|
// Fetch none virtual material texture coordinate
|
|
float2 texCoord2 = fragment.texcoord5.xy;
|
|
|
|
// Sample diffuse normal and ambient occlusion from none virtual materials
|
|
half4 sampleDiffuseNormal = tex2D( $spareBumpMap, texCoord2 );
|
|
half sampleAmbientOcclusion = tex2D( $transMap, texCoord2 ).g;
|
|
|
|
// -------------------------------
|
|
|
|
CALC_VMTR_FEEDBACK( feedback, feedbackTexCoord );
|
|
CALC_DIFFUSE_RGB( surfaceDiffuse, sampleYCoCg );
|
|
CALC_SPECULAR_RGB( surfaceSpecular, sampleSpecular, sampleSpecularNormal.z );
|
|
CALC_GLOBAL_NORMAL( globalDiffuseNormal, sampleDiffuseNormal, fragment.htexcoord1.xyz, fragment.htexcoord2.xyz, fragment.htexcoord3.xyz );
|
|
CALC_FROM_VIEWER( fromViewerN, fragment.htexcoord4.xyz );
|
|
CALC_GLOBAL_NORMAL( globalSpecularNormal, sampleSpecularNormal, fragment.htexcoord1.xyz, fragment.htexcoord2.xyz, fragment.htexcoord3.xyz );
|
|
CALC_GLOBAL_REFLECTION( globalReflection, globalSpecularNormal, fromViewerN );
|
|
|
|
half3 diffuse = surfaceDiffuse;
|
|
half3 specular = surfaceSpecular;
|
|
|
|
BRANCH if ( $lightingModel.x > 0 ) {
|
|
float3 fragmentXYZ;
|
|
CALC_FRAGMENT_POS( fragmentXYZ, fragment.htexcoord4.xyz );
|
|
APPLY_LIGHTING_LOCAL( color, diffuse, specular, sampleSpecularNormal.x, globalSpecularNormal, fragmentXYZ, globalReflection );
|
|
} else {
|
|
APPLY_GRAZINGS( diffuse, globalDiffuseNormal, specular, globalSpecularNormal, fromViewerN );
|
|
APPLY_SPECULAR_REFLECTION( specular, sampleSpecularNormal.x, globalReflection );
|
|
APPLY_SCALING( diffuse, specular );
|
|
|
|
APPLY_LIGHTING_SKIN( color, diffuse, specular, sampleAmbientOcclusion, globalDiffuseNormal, globalReflection);
|
|
}
|
|
APPLY_HIGHLIGHT( color, fromViewerN, fragment.htexcoord1, fragment.htexcoord2, fragment.htexcoord3 );
|
|
|
|
//color.xyz *= _half3( 0.00001 );
|
|
//color.xyz += _half3( fragment.htexcoord1.w );
|
|
|
|
// Output
|
|
result.color0 = color;
|
|
result.color1 = feedback;
|
|
|
|
OUTPUT_SURFACE_ATTRIBUTES( surfaceDiffuse, surfaceSpecular, sampleSpecularNormal.x, globalSpecularNormal );
|
|
}
|
|
} |