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📄 shatteredglass_ps20.fxc

📁 hl2 source code. Do not use it illegal.
💻 FXC
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//	STATIC: "CUBEMAP"				"0..1"
//	STATIC: "VERTEXCOLOR"			"0..1"
//	STATIC: "ENVMAPMASK"			"0..1"
//	STATIC: "BASEALPHAENVMAPMASK"	"0..1"
//  STATIC: "AACLAMP" "0..1"

#include "common_ps_fxc.h"

const HALF4 g_EnvmapTint					: register( c0 );
const HALF3 g_DiffuseModulation				: register( c1 );
const HALF3 g_EnvmapContrast				: register( c2 );
const HALF3 g_EnvmapSaturation				: register( c3 );
const HALF4 g_FresnelReflection				: register( c4 );
const HALF4 g_OneMinusFresnelReflection		: register( c5 );
const HALF3 g_OverbrightFactor				: register( c6 );

// CENTROID: TEXCOORD2

sampler BaseTextureSampler	: register( s0 );
sampler LightmapSampler		: register( s1 );
sampler EnvmapSampler		: register( s2 );
sampler DetailSampler		: register( s3 );
sampler EnvmapMaskSampler	: register( s4 );

sampler NormalizeSampler : register( s6 );

struct PS_INPUT
{
	HALF2 baseTexCoord				: TEXCOORD0;
	HALF2 detailTexCoord			: TEXCOORD1;
	HALF2 lightmapTexCoord			: TEXCOORD2;
	HALF2 envmapMaskTexCoord		: TEXCOORD3;
	HALF3 eyeVector				: TEXCOORD4;
	HALF3 worldSpaceNormal			: TEXCOORD5;
#if (AACLAMP==1)
  HALF4 lightmapSize_Offset : TEXCOORD6;
#endif
	HALF4 vertexColor				: COLOR;
};

HALF4 main( PS_INPUT i ) : COLOR
{
	bool bCubemap = CUBEMAP ? true : false;
	bool bVertexColor = VERTEXCOLOR ? true : false;
	bool bEnvmapMask = ENVMAPMASK ? true : false;
	bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;

	HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
	HALF4 detailColor = tex2D( DetailSampler, i.detailTexCoord );

#if (AACLAMP==1)
	HALF4 lmUV_0 = HALF4(i.lightmapTexCoord.xy, i.lightmapSize_Offset.xy);
	HALF2 lightmapCoordinates = ComputeLightmapCoordinates( lmUV_0, i.lightmapSize_Offset.zw );
#else
  HALF2 lightmapCoordinates = i.lightmapTexCoord;
#endif

	HALF3 lightmapColor = tex2D( LightmapSampler, lightmapCoordinates );

	HALF3 specularFactor = 1.0f;
	
	if( bEnvmapMask )
	{
		specularFactor *= tex2D( EnvmapMaskSampler, i.envmapMaskTexCoord ).xyz;	
	}

	if( bBaseAlphaEnvmapMask )
	{
		specularFactor *= 1.0 - baseColor.a; // this blows!
	}

	HALF3 diffuseLighting = lightmapColor;
	diffuseLighting *= g_DiffuseModulation;
	diffuseLighting *= g_OverbrightFactor.x;

	HALF3 albedo = baseColor;
	HALF alpha = 1.0f;

	if( !bBaseAlphaEnvmapMask )
	{
		alpha *= baseColor.a;
	}

	albedo *= detailColor;
	alpha *= detailColor.a;


	// FIXME: seperate vertexcolor and vertexalpha?
	// vertex alpha is ignored if vertexcolor isn't set. . need to check other version.
	if( bVertexColor )
	{
		albedo *= i.vertexColor;
		alpha *= i.vertexColor.a; // not sure about this one
	}

	HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
	if( bCubemap )
	{
		HALF3 eyeVector;
		eyeVector = texCUBE( NormalizeSampler, i.eyeVector );
		eyeVector = eyeVector * 2.0 - 1.0;
		HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, eyeVector );

		// Calc Fresnel factor
		HALF fresnel = 1.0 - dot( i.worldSpaceNormal, eyeVector );
		fresnel = pow( fresnel, 5.0 );
		fresnel = fresnel * g_FresnelReflection.b + g_FresnelReflection.a;
		
		specularLighting = texCUBE( EnvmapSampler, reflectVect );
		specularLighting *= specularFactor;
		specularLighting *= g_EnvmapTint;
		HALF3 specularLightingSquared = specularLighting * specularLighting;
		specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
		HALF3 greyScale = dot( specularLighting, HALF3( 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f ) );
		specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
		specularLighting *= fresnel;
	}

	// Do it somewhat unlit
	HALF3 result = albedo*(g_OverbrightFactor.z*diffuseLighting + g_OverbrightFactor.y) + specularLighting;
	return HALF4( result, alpha );
}

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