float3 g_vLightDir : register(c1); float g_fTime : register(c3); sampler3D randomSampler : register(s0); sampler1D diffSampler : register(s2); sampler1D specSampler : register(s3); sampler2D shadowSampler : register(s4); static float g_fVariation = .1f; static float g_fBumpDepth = .02f; static float g_fBumpFalloff = 256.f; static float g_fTexScale = 1.f; static float g_fSpecularPower = 0.2f; static float g_fSpecularHardness = 32.f; struct psIn { float4 c : COLOR0; float2 t : TEXCOORD0; float3 n : TEXCOORD1; float3 v : TEXCOORD2; float4 s : TEXCOORD3_CENTROID; float3 w : TEXCOORD4; }; float3 hslToRgb(float3 color) { float3 result = 0; float h = color.r; float s = color.g; float l = color.b; float q,p; if (l < 0.5) q = l*(1+s); else if (l >= 0.5) q = l+s-(l*s); p=2*l-q; result.r=h+1.0/3.0; result.g=h; result.b=h-1.0/3.0; for (int j = 0; j < 3; ++j) { if (result[j]<0) result[j] += 1; if (result[j]>1) result[j] -= 1; } for (int i = 0; i < 3; ++i) { if (result[i]<1.0/6.0) result[i]=p+((q-p)*6*result[i]); else if (result[i]<0.5) result[i]=q; else if (result[i]<2.0/3.0) result[i]=p+((q-p)*6*(2.0/3.0-result[i])); else result[i]=p; } return result; } float noise(float3 t) { float4 r = tex3D(randomSampler, .03125f * t); float lr = dot(r, float4(1.f, 10.f, 100.f, 1000.f)); return lr * 2.f / 1111.f - 1.f; } float abs_noise(float3 t) { return abs( noise(t) ); } float4 ps_main(psIn i) : COLOR0 { float3 t = i.w * g_fTexScale; float3 fColor = i.c; float fStruct = noise(t) / 2.f; fStruct += noise(4.f * t) / 4.f; fStruct += noise(8.f * t) / 8.f; fStruct += noise(16.f * t) / 16.f; fStruct += noise(32.f * t) / 32.f; fColor *= (1.f - g_fVariation) + g_fVariation * fStruct; float fDetail = noise(81.f * t) / 2.f; fDetail += noise(243.f * t) / 4.f; fDetail += noise(729.f * t) / 8.f; // Bump mapping // float ddf = g_fBumpFalloff * dot(fwidth(i.w), 1.f); float3 pp = i.w + i.n * g_fBumpDepth * (fStruct + fDetail / 16.f); // (1.f + ddf) float3 ddppx = ddx(pp); float3 ddppy = ddy(pp); float3 n = normalize( cross(ddppx, ddppy) ); // Shadow float fShadow = 0.2f + 0.8f * (float)tex2Dproj(shadowSampler, i.s); // Diffuse light fColor *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(n, -g_vLightDir)) ).xyz; // Specular highlights float3 h = normalize( normalize(i.v) + -g_vLightDir ); float s = saturate( dot(n, h) ); fColor += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz; //return float4(fColor, 1.f); // calculate coloration (hypno toad commands you!) float4 plasmaVal = tex3D(randomSampler, g_fTime * 0.001 + t * 0.0025); float plasmaPower = saturate((i.w.z - 80) + g_fTime * 15 ) * plasmaVal.a; float3 plasmaColor = lerp(1, hslToRgb(1 + plasmaVal.rgb), plasmaPower); return float4(fColor * plasmaColor, 1.f); }