100 lines
2.8 KiB
Plaintext
100 lines
2.8 KiB
Plaintext
float4 g_fResolution : register(c0);
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float3 g_vLightDir : register(c1);
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float4 g_fTime : register(c3);
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sampler3D randomSampler : register(s0);
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sampler2D tex : register(s1);
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sampler1D diffSampler : register(s2);
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sampler1D specSampler : register(s3);
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sampler2D shadowSampler : register(s4);
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sampler2D depthSampler : register(s5);
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static float g_fVariation = .1f;
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static float g_fBumpDepth = .02f;
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static float g_fBumpFalloff = 256.f;
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static float g_fTexScale = 1.f;
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static float g_fSpecularPower = 0.2f;
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static float g_fSpecularHardness = 32.f;
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struct psIn
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{
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float4 c : COLOR0;
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float2 t : TEXCOORD0;
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float3 n : TEXCOORD1;
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float3 v : TEXCOORD2;
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float4 s : TEXCOORD3;
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float3 w : TEXCOORD4;
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};
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float noise(float3 t)
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{
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float4 r = tex3D(randomSampler, .03125f * t);
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float lr = dot(r, float4(1.f, 10.f, 100.f, 1000.f));
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return lr * 2.f / 1111.f - 1.f;
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}
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float abs_noise(float3 t) { return abs( noise(t) ); }
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float4 ps_main(psIn i) : COLOR0
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{
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float3 t = i.w * g_fTexScale;
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float4 fColor = i.c;
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float fStruct = noise(t) / 2.f;
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fStruct += noise(4.f * t) / 4.f;
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fStruct += noise(8.f * t) / 8.f;
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fStruct += noise(16.f * t) / 16.f;
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fStruct += noise(32.f * t) / 32.f;
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fColor.xyz *= (1.f - g_fVariation) + g_fVariation * fStruct;
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float fDetail = noise(81.f * t) / 2.f;
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fDetail += noise(243.f * t) / 4.f;
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fDetail += noise(729.f * t) / 8.f;
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// Bump mapping
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// float ddf = g_fBumpFalloff * dot(fwidth(i.w), 1.f);
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float3 pp = i.w + i.n * g_fBumpDepth * (fStruct + fDetail / 16.f); // (1.f + ddf)
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float3 ddppx = ddx(pp);
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float3 ddppy = ddy(pp);
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float3 n = normalize( cross(ddppx, ddppy) );
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// calculate coloration (hypno toad commands you!)
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float3 wrd= float3(
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round( i.w.x / g_fTime.w ) * g_fTime.w,
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round( i.w.y / g_fTime.w ) * g_fTime.w,
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round( i.w.z / g_fTime.w ) * g_fTime.w );
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float fOffset= 33.0f - wrd.z / 8.0f - g_fTime / 56.0f;
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if( fOffset < 0.0f )
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{
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fOffset= 0.0f;
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}
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float plasmaVal =
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sin( sin ( 0.021f * g_fTime + wrd.y * 0.23f ) * 0.7f + wrd.x * 0.09f )
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+ sin( 0.009f * g_fTime + sin ( wrd.z * 0.35f ) * 0.9f + wrd.y * 0.47f )
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+ sin( sin ( 0.013f * g_fTime + wrd.x * 0.17f ) * 1.3f + wrd.z * 0.13f )
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+ fOffset;
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if( plasmaVal > 0.0f && plasmaVal < 1.0f )
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{
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fColor.xyz= tex2D( tex, plasmaVal ).xyz;
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}
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// Shadow (AA)
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float2 sc = i.s.xy / i.s.w;
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float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
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float2 ddaa = float2(ddx(aa), ddy(aa));
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float2 aaetc = sign(-ddaa) * g_fResolution.zw;
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sc += aaetc * saturate(4.f * aa);
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float fShadow = 0.2f + 0.8f * (float)tex2D(shadowSampler, sc);
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// Diffuse light
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fColor.xyz *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(n, -g_vLightDir)) ).xyz;
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// Specular highlights
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float3 h = normalize( normalize(i.v) + -g_vLightDir );
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float s = saturate( dot(n, h) );
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fColor.xyz += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz;
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return fColor;
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}
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