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bluflame/evoke-64k/ev10/cfg/psrainbow.txt
2026-04-18 22:31:51 +02:00

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float4 g_fResolution : register(c0);
float3 g_vLightDir : register(c1);
sampler2D tex : register(s0);
sampler1D dif : register(s2);
sampler1D spec : register(s3);
sampler2D shadowSampler : register(s4);
sampler2D depthSampler : register(s5);
static float4 g_fSpecularPower = {0.85f, 0.85f, 0.85f, 0.85f};
struct psIn
{
float4 c : COLOR0;
float2 t : TEXCOORD0;
float3 n : TEXCOORD1;
float3 v : TEXCOORD2;
float4 s : TEXCOORD3;
float3 w : TEXCOORD4;
};
float4 ps_main(psIn i):color
{
// Shadow AA
float2 sc = i.s.xy / i.s.w;
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
float2 ddaa = float2(ddx(aa), ddy(aa));
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
sc += aaetc * saturate(4.f * aa);
float4 fColor = i.c * tex2D( tex, i.t );
float fS= 0.125f + 0.875f * tex2D(shadowSampler, sc);
// Lighting
fColor.xyz *= tex1D(dif, fS * ( 0.5f + 0.5f * dot( i.n, -g_vLightDir) ));
// Specular highlights
float3 h = normalize( normalize(i.v) + -g_vLightDir );
float s = dot(i.n, h);
fColor.xyz += g_fSpecularPower * tex1D(spec, fS * ( 0.5f + 0.5f * s ) );
// Red-only glow
// fColor.a = saturate(fColor.a + 1.f - fColor.r);
return fColor;
}