116 lines
2.9 KiB
Plaintext
116 lines
2.9 KiB
Plaintext
float4 g_fResolution : register(c0);
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float3 g_vLightDir : register(c1);
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sampler3D randomSampler : register(s0);
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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_fTileHardness = .6f;
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static float g_fTileDepth = 8.f;
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static float g_fBumpDepth = .75f;
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static float g_fTexScale = 1.f;
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static float g_fSpecularPower = 0.5f;
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static float g_fSpecularHardness = 32.f;
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struct psIn
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{
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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 rand_val(float4 r)
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{
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float lr = dot(r, float4(10.f, 100.f, 1000.f, 1.f));
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return lr / 1111.f;
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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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return rand_val(r)* 2.f - 1.f;
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}
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float noise_grad(float3 t, float3 dtX, float3 dtY)
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{
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float4 r = tex3Dgrad(randomSampler, .03125f * t, .0625f * dtX, .0625f * dtY);
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return rand_val(r)* 2.f - 1.f;
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}
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float abs_noise(float3 t)
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{
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return abs( noise(t) );
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}
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float abs_noise_grad(float3 t, float3 dtX, float3 dtY)
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{
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return abs( noise_grad(t, dtX, dtY) );
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}
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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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float3 pw = i.w.xxz; pw.y = 0.0f; // i.w - i.n * dot(i.w, i.n);
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float3 pt = pw * g_fTexScale + .5f;
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float3 tt = floor(pt);
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float3 dttX = ddx(pt);
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float3 dttY = ddy(pt);
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// Texturing
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float3 fColor = 0.15f * saturate( dot(1.f, abs(dttX) + abs(dttY)) );
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fColor += abs_noise_grad(tt, dttX, dttY);
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fColor += abs_noise(2.f * t) / 8.f;
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fColor += noise(4.f * t) / 8.f;
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float fDetail = noise(8.f * t) / 16.f;
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fDetail += noise(16.f * t) / 16.f;
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fDetail += noise(32.f * t) / 32.f;
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fDetail += noise(128.f * t) / 32.f;
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fDetail += noise(1024.f * t) / 32.f;
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fColor += fDetail;
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// Contrast
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fColor = 1.0f - saturate(fColor);
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fColor *= fColor;
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fColor = 1.0f - fColor;
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// Super tile
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float3 tb = 2.f * frac(pt) - 1.f;
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float3 te = tb * tb; // ^2
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te *= te; // ^4
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te *= te; // ^8
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float tdd = saturate(1.f - 2.f * fwidth(pt));
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float td = saturate( dot(tdd, te) );
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float3 tc = 1.f - td;
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float3 ti = saturate(td - g_fTileHardness);
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// Bump mapping
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float3 n = normalize(i.n + g_fBumpDepth * g_fTileDepth * ti * tb);
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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 *= 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 = 0.5f + 0.5f * dot(n, h);
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s *= saturate(1.f + g_fBumpDepth * fDetail);
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fColor += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz; // pow(s, g_fSpecularHardness)
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// Tile borders
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fColor *= tc;
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return float4(fColor, 1.0f);
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}
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