constant float3 kRGBToYPrime = float3(0.299, 0.587, 0.114); /* #if defined(ALPHA_%s) #define SampleTexture_%s() %s.sample(samp, vtf.%sUv).aaa #define SampleTextureAlpha_%s() %s.sample(samp, vtf.%sUv).a #else #define SampleTexture_%s() %s.sample(samp, vtf.%sUv).rgb #define SampleTextureAlpha_%s() dot(%s.sample(samp, vtf.%sUv).rgb, kRGBToYPrime) #endif */ #if defined(ALPHA_lightmap) #define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).aaa #define SampleTextureAlpha_lightmap() lightmap.sample(samp, vtf.lightmapUv).a #else #define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).rgb #define SampleTextureAlpha_lightmap() dot(lightmap.sample(samp, vtf.lightmapUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_diffuse) #define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).aaa #define SampleTextureAlpha_diffuse() diffuse.sample(samp, vtf.diffuseUv).a #else #define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).rgb #define SampleTextureAlpha_diffuse() dot(diffuse.sample(samp, vtf.diffuseUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_emissive) #define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).aaa #define SampleTextureAlpha_emissive() emissive.sample(samp, vtf.emissiveUv).a #else #define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).rgb #define SampleTextureAlpha_emissive() dot(emissive.sample(samp, vtf.emissiveUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_specular) #define SampleTexture_specular() specular.sample(samp, vtf.specularUv).aaa #define SampleTextureAlpha_specular() specular.sample(samp, vtf.specularUv).a #else #define SampleTexture_specular() specular.sample(samp, vtf.specularUv).rgb #define SampleTextureAlpha_specular() dot(specular.sample(samp, vtf.specularUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_extendedSpecular) #define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).aaa #define SampleTextureAlpha_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).a #else #define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb #define SampleTextureAlpha_extendedSpecular() dot(extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_reflection) #define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).aaa #define SampleTextureAlpha_reflection() reflection.sample(samp, vtf.reflectionUv).a #else #define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).rgb #define SampleTextureAlpha_reflection() dot(reflection.sample(samp, vtf.reflectionUv).rgb, kRGBToYPrime) #endif #if defined(ALPHA_alpha) #define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).aaa #define SampleTextureAlpha_alpha() alpha.sample(samp, vtf.alphaUv).a #else #define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).rgb #define SampleTextureAlpha_alpha() 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; }; struct LightingUniform { Light lights[URDE_MAX_LIGHTS]; float4 ambient; float4 colorReg0; float4 colorReg1; float4 colorReg2; float4 mulColor; float4 addColor; Fog fog; }; #define colorReg0 lu.colorReg0 #define colorReg1 lu.colorReg1 #define colorReg2 lu.colorReg2 #else constant float4 colorReg0 = float4(1.0, 1.0, 1.0, 1.0); constant float4 colorReg1 = float4(1.0, 1.0, 1.0, 1.0); constant float4 colorReg2 = float4(1.0, 1.0, 1.0, 1.0); #endif #if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_CUBE_REFLECTION) float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { float4 ret = lu.ambient; for (int i = 0; i < URDE_MAX_LIGHTS; ++i) { float3 delta = vtf.mvPos.xyz - lu.lights[i].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0); float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist + lu.lights[i].linAtt[1] * dist + lu.lights[i].linAtt[0]); float angAtt = lu.lights[i].angAtt[2] * angDot * angDot + lu.lights[i].angAtt[1] * angDot + lu.lights[i].angAtt[0]; ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return saturate(ret.rgb); } #endif #if defined(URDE_THERMAL_MODEL) struct LightingUniform { float4 tmulColor; float4 taddColor; }; float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_THERMAL_COLD) struct LightingUniform {}; float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_SOLID) struct LightingUniform { float4 solidColor; }; float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_MB_SHADOW) struct LightingUniform { float4 shadowUp; float shadowId; }; float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { return float3(1.0, 1.0, 1.0); } #endif #if defined(URDE_LIGHTING_SHADOW) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { float2 shadowUV = vtf.extUvs0; shadowUV.y = 1.0 - shadowUV.y; float4 ret = lu.ambient; float3 delta = vtf.mvPos.xyz - lu.lights[0].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lu.lights[0].dir.xyz), 0.0); float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist + lu.lights[0].linAtt[1] * dist + lu.lights[0].linAtt[0]); float angAtt = lu.lights[0].angAtt[2] * angDot * angDot + lu.lights[0].angAtt[1] * angDot + lu.lights[0].angAtt[0]; ret += lu.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 - lu.lights[i].pos.xyz; float dist = length(delta); float3 deltaNorm = delta / dist; float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0); float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist + lu.lights[i].linAtt[1] * dist + lu.lights[i].linAtt[0]); float angAtt = lu.lights[i].angAtt[2] * angDot * angDot + lu.lights[i].angAtt[1] * angDot + lu.lights[i].angAtt[0]; ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0); } return saturate(ret.rgb); } #endif #if defined(URDE_DISINTEGRATE) struct LightingUniform { float4 daddColor; Fog fog; }; float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, sampler clampSamp) { 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(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn) { float fogZ; float fogF = saturate((lu.fog.A / (lu.fog.B - (1.0 - vtf.mvpPos.z))) - lu.fog.C); switch (lu.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(mix(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a); #else return float4(mix(colorIn, lu.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(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { return FogFunc(vtf, lu, colorIn) * lu.mulColor + lu.addColor; } #endif #if defined(URDE_THERMAL_MODEL) float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { return extTex0.sample(samp, vtf.extUvs0).rrrr * lu.tmulColor + lu.taddColor; } #endif #if defined(URDE_THERMAL_COLD) float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { return colorIn * float4(0.75, 0.75, 0.75, 0.75); } #endif #if defined(URDE_SOLID) float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { return lu.solidColor; } #endif #if defined(URDE_MB_SHADOW) float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { float idTexel = extTex0.sample(samp, vtf.extUvs0).a; float sphereTexel = extTex1.sample(clampEdgeSamp, vtf.extUvs1).r; float fadeTexel = extTex2.sample(clampEdgeSamp, vtf.extUvs2).a; float val = ((abs(idTexel - lu.shadowId) < 0.001) ? (dot(vtf.mvNorm.xyz, lu.shadowUp.xyz) * lu.shadowUp.w) : 0.0) * sphereTexel * fadeTexel; return float4(0.0, 0.0, 0.0, val); } #endif #if defined(URDE_DISINTEGRATE) float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d extTex0, texture2d extTex1, texture2d extTex2, sampler samp, sampler clampSamp, sampler clampEdgeSamp, float4 colorIn) { float4 texel0 = extTex0.sample(samp, vtf.extUvs0); float4 texel1 = extTex0.sample(samp, vtf.extUvs1); colorIn = mix(float4(0.0, 0.0, 0.0, 0.0), texel1, texel0); colorIn.rgb += lu.daddColor.rgb; return FogFunc(vtf, lu, colorIn); } #endif #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) #define ReflectionFunc(roughness) \ (reflectionTex.sample(reflectSamp, float3(reflectionCoords.x, -reflectionCoords.y, reflectionCoords.z), bias(roughness)).rgb) #elif defined(URDE_REFLECTION_SIMPLE) #define ReflectionFunc() \ (reflectionTex.sample(reflectSamp, vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha) #elif defined(URDE_REFLECTION_INDIRECT) #define ReflectionFunc() \ (reflectionTex.sample(reflectSamp, (reflectionIndTex.sample(samp, vtf.dynReflectionUvs0).ab - \ float2(0.5, 0.5)) * float2(0.5, 0.5) + vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha) #else #define ReflectionFunc() float3(0.0, 0.0, 0.0) #endif #if !defined(URDE_ALPHA_TEST) [[ early_fragment_tests ]] #endif fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], sampler clampSamp [[ sampler(1) ]], sampler reflectSamp [[ sampler(2) ]], sampler clampEdgeSamp [[ sampler(3) ]], texture2d lightmap [[ texture(0) ]], texture2d diffuse [[ texture(1) ]], texture2d emissive [[ texture(2) ]], texture2d specular [[ texture(3) ]], texture2d extendedSpecular [[ texture(4) ]], texture2d reflection [[ texture(5) ]], texture2d alpha [[ texture(6) ]], texture2d reflectionIndTex [[ texture(7) ]], texture2d extTex0 [[ texture(8) ]], texture2d extTex1 [[ texture(9) ]], texture2d extTex2 [[ texture(10) ]], #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) texturecube reflectionTex [[ texture(11) ]], #else texture2d reflectionTex [[ texture(11) ]], #endif constant LightingUniform& lu [[ buffer(4) ]]) { float3 lighting = LightingFunc(vtf, lu, extTex0, clampSamp); float4 tmp; #if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW) float3 reflectionCoords = reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz); tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() + SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * (SampleTexture_reflection() * ReflectionFunc(saturate(0.5 - SampleTextureAlpha_specular())) * 2.0); tmp.a = SampleTextureAlpha_alpha(); #elif defined(URDE_DIFFUSE_ONLY) tmp.rgb = SampleTexture_diffuse(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() + SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_DYNAMIC_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #elif defined(RETRO_DYNAMIC_ALPHA_SHADER) tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha() * colorReg1.a; #elif defined(RETRO_DYNAMIC_CHARACTER_SHADER) tmp.rgb = (SampleTexture_lightmap() + lighting) * SampleTexture_diffuse() + SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) * SampleTexture_reflection() + ReflectionFunc(); tmp.a = SampleTextureAlpha_alpha(); #endif float4 colorOut = PostFunc(vtf, lu, extTex0, extTex1, extTex2, samp, clampSamp, clampEdgeSamp, tmp); #if defined(URDE_ALPHA_TEST) if (colorOut.a < 0.25) discard_fragment(); #endif return colorOut; }