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📄 watercheap_ps20.fxc

📁 hl2 source code. Do not use it illegal.
💻 FXC
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// STATIC: "BLEND" "0..1"

#include "common_ps_fxc.h"

const HALF3 g_FogColor             : register( c0 );
const HALF4 g_CheapWaterParams	   : register( c1 );

#define g_CheapWaterStart		g_CheapWaterParams.x
#define g_CheapWaterEnd			g_CheapWaterParams.y
#define g_CheapWaterDeltaRecip	g_CheapWaterParams.z
#define g_CheapWaterStartDivDelta  g_CheapWaterParams.w

sampler EnvmapSampler		: register( s0 );
sampler NormalMapSampler	: register( s1 );

sampler NormalizeSampler : register( s6 );

struct PS_INPUT
{
	float2 normalMapTexCoord		: TEXCOORD0;
	HALF4 worldSpaceEyeVect		: TEXCOORD1;
	HALF3x3 tangentSpaceTranspose	: TEXCOORD2;
};

HALF4 main( PS_INPUT i ) : COLOR 
{
	bool bBlend = BLEND ? true : false;
  
	HALF4 normalTexel   = tex2D( NormalMapSampler, i.normalMapTexCoord );
	HALF3 tangentNormal = 2.0 * normalTexel - 1.0;
	
	HALF3 worldSpaceNormal = mul( tangentNormal, i.tangentSpaceTranspose );
	HALF3 worldSpaceEye;
	
	HALF worldSpaceDist = 1.0f;	
	
#ifdef NV3X
	// for some reason, fxc doesn't convert length( half3 v ) into all _pp opcodes.
	if (bBlend) 
	{
		worldSpaceEye = i.worldSpaceEyeVect;
		HALF  worldSpaceDistSqr = dot( worldSpaceEye, worldSpaceEye );
		HALF  rcpWorldSpaceDist = rsqrt( worldSpaceDistSqr );
		worldSpaceEye *= rcpWorldSpaceDist;
		worldSpaceDist = worldSpaceDistSqr * rcpWorldSpaceDist;
	}
	else
	{
		worldSpaceEye  = texCUBE( NormalizeSampler, i.worldSpaceEyeVect );
		worldSpaceEye = worldSpaceEye * 2.0 - 1.0;
	}
#else  // !NV3X
	if (bBlend) 
	{
		worldSpaceEye = i.worldSpaceEyeVect;
		worldSpaceDist   = length( worldSpaceEye );
		worldSpaceEye /= worldSpaceDist;
	}
	else
	{
		worldSpaceEye  = texCUBE( NormalizeSampler, i.worldSpaceEyeVect );
		worldSpaceEye = worldSpaceEye * 2.0 - 1.0;
	}
#endif
	
	HALF3 reflectVect      = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldSpaceEye );
	
	HALF  dotResult = dot( worldSpaceEye, worldSpaceNormal ); 
	dotResult = max( 0.0, dotResult );
	HALF  fresnelFactor = pow( 1.0 - dotResult, 5 );
	
	HALF3 specularLighting = texCUBE( EnvmapSampler, reflectVect );
	specularLighting *= fresnelFactor;
	
	HALF alpha;

	if (bBlend)
	{
		alpha = worldSpaceDist*g_CheapWaterDeltaRecip - g_CheapWaterStartDivDelta;
	}
	else
	{
		alpha = 1.0;
	}

	HALF3 result = g_FogColor + specularLighting;
	return HALF4( result, alpha );
}

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