mirror of https://github.com/AxioDL/metaforce.git
HLSL cubemaps
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parent
410d7896f7
commit
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@ -150,7 +150,7 @@ static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
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{0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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/* Normal lit shading with cube reflection and world shadow */
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{0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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{1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}};
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static const char* ShaderMacros[] = {
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@ -309,8 +309,7 @@ vec4 PostFunc(vec4 colorIn) {
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#endif
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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vec3 ReflectionFunc(float roughness) { return texture(reflectionTex, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz),
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roughness * 5.0).rgb; }
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vec3 ReflectionFunc(float roughness) { return texture(reflectionTex, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz), roughness).rgb; }
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#elif defined(URDE_REFLECTION_SIMPLE)
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vec3 ReflectionFunc() { return texture(reflectionTex, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; }
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#elif defined(URDE_REFLECTION_INDIRECT)
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@ -12,7 +12,12 @@ Texture2D reflectionIndTex : register(t7);
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Texture2D extTex0 : register(t8);
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Texture2D extTex1 : register(t9);
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Texture2D extTex2 : register(t10);
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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TextureCube reflectionTex : register(t11);
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#else
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Texture2D reflectionTex : register(t11);
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#endif
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static const float3 kRGBToYPrime = float3(0.257, 0.504, 0.098);
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@ -82,7 +87,7 @@ float3 SampleTexture_alpha(in VertToFrag vtf) { return alpha.Sample(samp, vtf.al
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float SampleTextureAlpha_alpha(in VertToFrag vtf) { return dot(alpha.Sample(samp, vtf.alphaUv).rgb, kRGBToYPrime); }
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE)
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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struct Fog {
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float4 color;
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float A;
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@ -92,7 +97,7 @@ struct Fog {
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};
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW)
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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struct Light {
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float4 pos;
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float4 dir;
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@ -117,7 +122,7 @@ static const float4 colorReg1 = float4(1.0, 1.0, 1.0, 1.0);
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static const float4 colorReg2 = float4(1.0, 1.0, 1.0, 1.0);
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#endif
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#if defined(URDE_LIGHTING)
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_CUBE_REFLECTION)
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float3 LightingFunc(in VertToFrag vtf) {
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float4 ret = ambient;
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@ -174,7 +179,7 @@ cbuffer MBShadowUniform : register(b2) {
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};
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#endif
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#if defined(URDE_LIGHTING_SHADOW)
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#if defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float3 LightingFunc(in VertToFrag vtf) {
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float2 shadowUV = vtf.extUvs[0];
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shadowUV.y = 1.0 - shadowUV.y;
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@ -222,7 +227,7 @@ float3 LightingFunc(in VertToFrag vtf) {
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE)
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE)
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float4 FogFunc(in VertToFrag vtf, float4 colorIn) {
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float fogZ;
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float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.mvpPos.z))) - fog.C);
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@ -255,7 +260,7 @@ float4 FogFunc(in VertToFrag vtf, float4 colorIn) {
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}
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#endif
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW)
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#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float4 PostFunc(in VertToFrag vtf, float4 colorIn) {
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return FogFunc(vtf, colorIn) * mulColor + addColor;
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}
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@ -301,7 +306,11 @@ float4 PostFunc(in VertToFrag vtf, float4 colorIn) {
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}
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#endif
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#if defined(URDE_REFLECTION_SIMPLE)
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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float3 ReflectionFunc(in VertToFrag vtf, float roughness) {
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return reflectionTex.SampleBias(reflectSamp, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz), roughness).rgb;
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}
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#elif defined(URDE_REFLECTION_SIMPLE)
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float3 ReflectionFunc(in VertToFrag vtf)
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{ return reflectionTex.Sample(reflectSamp, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; }
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#elif defined(URDE_REFLECTION_INDIRECT)
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@ -318,7 +327,12 @@ float3 ReflectionFunc(in VertToFrag vtf) { return float3(0.0, 0.0, 0.0); }
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float4 main(in VertToFrag vtf) : SV_Target0 {
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float3 lighting = LightingFunc(vtf);
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float4 tmp;
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#if defined(URDE_DIFFUSE_ONLY)
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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tmp.rgb = (SampleTexture_lightmap(vtf) * colorReg1.rgb + lighting) * SampleTexture_diffuse(vtf) +
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SampleTexture_emissive(vtf) + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) *
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(SampleTexture_reflection(vtf) * ReflectionFunc(vtf, clamp(0.5 - SampleTextureAlpha_specular(vtf), 0.0, 1.0)) * 2.0);
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tmp.a = SampleTextureAlpha_alpha(vtf);
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#elif defined(URDE_DIFFUSE_ONLY)
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tmp.rgb = SampleTexture_diffuse(vtf);
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tmp.a = SampleTextureAlpha_alpha(vtf);
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#elif defined(RETRO_SHADER)
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit 9bb5181bbd9657c6b48d9a214352a72b26d411a0
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Subproject commit 17adf4fb61b2563d457219755e7279aeb2d1f04d
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