SamplerState samp : register(s0); SamplerState clampSamp : register(s1); SamplerState reflectSamp : register(s2); Texture2D lightmap : register(t0); Texture2D diffuse : register(t1); Texture2D emissive : register(t2); Texture2D specular : register(t3); Texture2D extendedSpecular : register(t4); Texture2D reflection : register(t5); Texture2D alpha : register(t6); Texture2D reflectionIndTex : register(t7); Texture2D extTex0 : register(t8); Texture2D extTex1 : register(t9); Texture2D extTex2 : register(t10); #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) TextureCube reflectionTex : register(t11); #else Texture2D reflectionTex : register(t11); #endif static const float3 kRGBToYPrime = float3(0.257, 0.504, 0.098); /* #if defined(ALPHA_%s) float3 SampleTexture_%s(in VertToFrag vtf) { return %s.Sample(samp, vtf.%sUv).aaa; } float SampleTextureAlpha_%s(in VertToFrag vtf) { return %s.Sample(samp, vtf.%sUv).a; } #else float3 SampleTexture_%s(in VertToFrag vtf) { return %s.Sample(samp, vtf.%sUv).rgb; } float SampleTextureAlpha_%s(in VertToFrag vtf) { return dot(%s.Sample(samp, vtf.%sUv).rgb, kRGBToYPrime); } #endif */ #if defined(ALPHA_lightmap) float3 SampleTexture_lightmap(in VertToFrag vtf) { return lightmap.Sample(samp, vtf.lightmapUv).aaa; } float SampleTextureAlpha_lightmap(in VertToFrag vtf) { return lightmap.Sample(samp, vtf.lightmapUv).a; } #else float3 SampleTexture_lightmap(in VertToFrag vtf) { return lightmap.Sample(samp, vtf.lightmapUv).rgb; } float SampleTextureAlpha_lightmap(in VertToFrag vtf) { return dot(lightmap.Sample(samp, vtf.lightmapUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_diffuse) float3 SampleTexture_diffuse(in VertToFrag vtf) { return diffuse.Sample(samp, vtf.diffuseUv).aaa; } float SampleTextureAlpha_diffuse(in VertToFrag vtf) { return diffuse.Sample(samp, vtf.diffuseUv).a; } #else float3 SampleTexture_diffuse(in VertToFrag vtf) { return diffuse.Sample(samp, vtf.diffuseUv).rgb; } float SampleTextureAlpha_diffuse(in VertToFrag vtf) { return dot(diffuse.Sample(samp, vtf.diffuseUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_emissive) float3 SampleTexture_emissive(in VertToFrag vtf) { return emissive.Sample(samp, vtf.emissiveUv).aaa; } float SampleTextureAlpha_emissive(in VertToFrag vtf) { return emissive.Sample(samp, vtf.emissiveUv).a; } #else float3 SampleTexture_emissive(in VertToFrag vtf) { return emissive.Sample(samp, vtf.emissiveUv).rgb; } float SampleTextureAlpha_emissive(in VertToFrag vtf) { return dot(emissive.Sample(samp, vtf.emissiveUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_specular) float3 SampleTexture_specular(in VertToFrag vtf) { return specular.Sample(samp, vtf.specularUv).aaa; } float SampleTextureAlpha_specular(in VertToFrag vtf) { return specular.Sample(samp, vtf.specularUv).a; } #else float3 SampleTexture_specular(in VertToFrag vtf) { return specular.Sample(samp, vtf.specularUv).rgb; } float SampleTextureAlpha_specular(in VertToFrag vtf) { return dot(specular.Sample(samp, vtf.specularUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_extendedSpecular) float3 SampleTexture_extendedSpecular(in VertToFrag vtf) { return extendedSpecular.Sample(samp, vtf.extendedSpecularUv).aaa; } float SampleTextureAlpha_extendedSpecular(in VertToFrag vtf) { return extendedSpecular.Sample(samp, vtf.extendedSpecularUv).a; } #else float3 SampleTexture_extendedSpecular(in VertToFrag vtf) { return extendedSpecular.Sample(samp, vtf.extendedSpecularUv).rgb; } float SampleTextureAlpha_extendedSpecular(in VertToFrag vtf) { return dot(extendedSpecular.Sample(samp, vtf.extendedSpecularUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_reflection) float3 SampleTexture_reflection(in VertToFrag vtf) { return reflection.Sample(samp, vtf.reflectionUv).aaa; } float SampleTextureAlpha_reflection(in VertToFrag vtf) { return reflection.Sample(samp, vtf.reflectionUv).a; } #else float3 SampleTexture_reflection(in VertToFrag vtf) { return reflection.Sample(samp, vtf.reflectionUv).rgb; } float SampleTextureAlpha_reflection(in VertToFrag vtf) { return dot(reflection.Sample(samp, vtf.reflectionUv).rgb, kRGBToYPrime); } #endif #if defined(ALPHA_alpha) float3 SampleTexture_alpha(in VertToFrag vtf) { return alpha.Sample(samp, vtf.alphaUv).aaa; } float SampleTextureAlpha_alpha(in VertToFrag vtf) { return alpha.Sample(samp, vtf.alphaUv).a; } #else float3 SampleTexture_alpha(in VertToFrag vtf) { return alpha.Sample(samp, vtf.alphaUv).rgb; } float SampleTextureAlpha_alpha(in VertToFrag vtf) { return dot(alpha.Sample(samp, vtf.alphaUv).rgb, kRGBToYPrime); } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE) struct Fog { float4 color; float A; float B; float C; int mode; }; #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) struct Light { float4 pos; float4 dir; float4 color; float4 linAtt; float4 angAtt; }; cbuffer LightingUniform : register(b2) { Light lights[URDE_MAX_LIGHTS]; float4 ambient; float4 colorReg0; float4 colorReg1; float4 colorReg2; float4 mulColor; float4 addColor; Fog fog; }; #else static const float4 colorReg0 = float4(1.0, 1.0, 1.0, 1.0); static const float4 colorReg1 = float4(1.0, 1.0, 1.0, 1.0); static const float4 colorReg2 = float4(1.0, 1.0, 1.0, 1.0); #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_CUBE_REFLECTION) float3 LightingFunc(in VertToFrag vtf) { float4 ret = ambient; for (int i = 0; i < URDE_MAX_LIGHTS; ++i) { float3 delta = vtf.mvPos.xyz - lights[i].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0); float att = 1.0 / (lights[i].linAtt[2] * dist * dist + lights[i].linAtt[1] * dist + lights[i].linAtt[0]); float angAtt = lights[i].angAtt[2] * angDot * angDot + lights[i].angAtt[1] * angDot + lights[i].angAtt[0]; ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return saturate(ret.rgb); } #endif #if defined(URDE_THERMAL_HOT) float3 LightingFunc(in VertToFrag vtf) { return float3(1.0, 1.0, 1.0); } cbuffer ThermalUniform : register(b2) { float4 tmulColor; float4 taddColor; }; #endif #if defined(URDE_THERMAL_COLD) float3 LightingFunc(in VertToFrag vtf) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_SOLID) float3 LightingFunc(in VertToFrag vtf) { return float3(1.0, 1.0, 1.0); } cbuffer SolidUniform : register(b2) { float4 solidColor; }; #endif #if defined(URDE_MB_SHADOW) float3 LightingFunc(in VertToFrag vtf) { return float3(1.0, 1.0, 1.0); } cbuffer MBShadowUniform : register(b2) { float4 shadowUp; float shadowId; }; #endif #if defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) float3 LightingFunc(in VertToFrag vtf) { float2 shadowUV = vtf.extUvs[0]; shadowUV.y = 1.0 - shadowUV.y; float4 ret = ambient; float3 delta = vtf.mvPos.xyz - lights[0].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0); float att = 1.0 / (lights[0].linAtt[2] * dist * dist + lights[0].linAtt[1] * dist + lights[0].linAtt[0]); float angAtt = lights[0].angAtt[2] * angDot * angDot + lights[0].angAtt[1] * angDot + lights[0].angAtt[0]; ret += lights[0].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0) * extTex0.Sample(clampSamp, shadowUV).r; for (int i = 1; i < URDE_MAX_LIGHTS; ++i) { float3 delta = vtf.mvPos.xyz - lights[i].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0); float att = 1.0 / (lights[i].linAtt[2] * dist * dist + lights[i].linAtt[1] * dist + lights[i].linAtt[0]); float angAtt = lights[i].angAtt[2] * angDot * angDot + lights[i].angAtt[1] * angDot + lights[i].angAtt[0]; ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return saturate(ret.rgb); } #endif #if defined(URDE_DISINTEGRATE) cbuffer DisintegrateUniform : register(b2) { float4 daddColor; Fog fog; }; float3 LightingFunc(in VertToFrag vtf) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) || defined(URDE_DISINTEGRATE) float4 FogFunc(in VertToFrag vtf, float4 colorIn) { float fogZ; float fogF = saturate((fog.A / (fog.B - (1.0 - vtf.mvpPos.z))) - fog.C); switch (fog.mode) { case 2: fogZ = fogF; break; case 4: fogZ = 1.0 - exp2(-8.0 * fogF); break; case 5: fogZ = 1.0 - exp2(-8.0 * fogF * fogF); break; case 6: fogZ = exp2(-8.0 * (1.0 - fogF)); break; case 7: fogF = 1.0 - fogF; fogZ = exp2(-8.0 * fogF * fogF); break; default: fogZ = 0.0; break; } #ifdef BLEND_DST_ONE return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a); #else return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a); #endif } #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { return FogFunc(vtf, colorIn) * mulColor + addColor; } #endif #if defined(URDE_THERMAL_HOT) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { return extTex0.Sample(samp, vtf.extUvs[0]).rrrr * tmulColor + taddColor; } #endif #if defined(URDE_THERMAL_COLD) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { return colorIn * float4(0.75, 0.75, 0.75, 0.75); } #endif #if defined(URDE_SOLID) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { return solidColor; } #endif #if defined(URDE_MB_SHADOW) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { float idTexel = extTex0.Sample(samp, vtf.extUvs[0]).a; float sphereTexel = extTex1.Sample(clampSamp, vtf.extUvs[1]).r; float fadeTexel = extTex2.Sample(clampSamp, vtf.extUvs[2]).a; float val = ((abs(idTexel - shadowId) < 0.001) ? (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) * sphereTexel * fadeTexel; return float4(0.0, 0.0, 0.0, val); } #endif #if defined(URDE_DISINTEGRATE) float4 PostFunc(in VertToFrag vtf, float4 colorIn) { float4 texel0 = extTex0.Sample(samp, vtf.extUvs[0]); float4 texel1 = extTex0.Sample(samp, vtf.extUvs[1]); colorIn = lerp(float4(0.0, 0.0, 0.0, 0.0), texel1, texel0); colorIn.rgb += daddColor.rgb; return FogFunc(vtf, colorIn); } #endif #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) float3 ReflectionFunc(in VertToFrag vtf, float roughness) { return reflectionTex.SampleBias(reflectSamp, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz), roughness).rgb; } #elif defined(URDE_REFLECTION_SIMPLE) float3 ReflectionFunc(in VertToFrag vtf) { return reflectionTex.Sample(reflectSamp, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; } #elif defined(URDE_REFLECTION_INDIRECT) float3 ReflectionFunc(in VertToFrag vtf) { return reflectionTex.Sample(reflectSamp, (reflectionIndTex.Sample(samp, vtf.dynReflectionUvs[0]).ab - float2(0.5, 0.5)) * float2(0.5, 0.5) + vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; } #else float3 ReflectionFunc(in VertToFrag vtf) { return float3(0.0, 0.0, 0.0); } #endif #if !defined(URDE_ALPHA_TEST) [earlydepthstencil] #endif float4 main(in VertToFrag vtf) : SV_Target0 { float3 lighting = LightingFunc(vtf); float4 tmp; #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) tmp.rgb = (SampleTexture_lightmap(vtf) * colorReg1.rgb + lighting) * SampleTexture_diffuse(vtf) + SampleTexture_emissive(vtf) + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) * (SampleTexture_reflection(vtf) * ReflectionFunc(vtf, saturate(0.5 - SampleTextureAlpha_specular(vtf))) * 2.0); tmp.a = SampleTextureAlpha_alpha(vtf); #elif defined(URDE_DIFFUSE_ONLY) tmp.rgb = SampleTexture_diffuse(vtf); tmp.a = SampleTextureAlpha_alpha(vtf); #elif defined(RETRO_SHADER) tmp.rgb = (SampleTexture_lightmap(vtf) * colorReg1.rgb + lighting) * SampleTexture_diffuse(vtf) + SampleTexture_emissive(vtf) + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) * SampleTexture_reflection(vtf) + ReflectionFunc(vtf); tmp.a = SampleTextureAlpha_alpha(vtf); #elif defined(RETRO_DYNAMIC_SHADER) tmp.rgb = (SampleTexture_lightmap(vtf) * colorReg1.rgb + lighting) * SampleTexture_diffuse(vtf) * colorReg1.rgb + SampleTexture_emissive(vtf) * colorReg1.rgb + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) * SampleTexture_reflection(vtf) + ReflectionFunc(vtf); tmp.a = SampleTextureAlpha_alpha(vtf); #elif defined(RETRO_DYNAMIC_ALPHA_SHADER) tmp.rgb = (SampleTexture_lightmap(vtf) * colorReg1.rgb + lighting) * SampleTexture_diffuse(vtf) * colorReg1.rgb + SampleTexture_emissive(vtf) * colorReg1.rgb + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) * SampleTexture_reflection(vtf) + ReflectionFunc(vtf); tmp.a = SampleTextureAlpha_alpha(vtf) * colorReg1.a; #elif defined(RETRO_DYNAMIC_CHARACTER_SHADER) tmp.rgb = (SampleTexture_lightmap(vtf) + lighting) * SampleTexture_diffuse(vtf) + SampleTexture_emissive(vtf) * colorReg1.rgb + (SampleTexture_specular(vtf) + SampleTexture_extendedSpecular(vtf) * lighting) * SampleTexture_reflection(vtf) + ReflectionFunc(vtf); tmp.a = SampleTextureAlpha_alpha(vtf); #endif float4 colorOut = PostFunc(vtf, tmp); #if defined(URDE_ALPHA_TEST) if (colorOut.a < 0.25) discard; #endif return colorOut; }