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

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float4 g_fResolution : register(c0);
float3 g_vLightDir : register(c1);
float3 g_vViewDir : register(c4);
float4 g_fGlow : register(c61);
sampler1D dif : register(s2);
sampler1D spec : register(s3);
sampler2D shadowSampler : register(s4);
sampler2D depthSampler : register(s5);
samplerCUBE envSampler : register(s6);
samplerCUBE envIntSampler : register(s7);
static float4 g_fSpecularPower = {1.15f, 1.05f, 1.0f, 1.25f};
struct psIn
{
float4 c : COLOR0;
float2 t : TEXCOORD0;
float3 n : TEXCOORD1;
float3 v : TEXCOORD2;
float4 s : TEXCOORD3;
float3 w : TEXCOORD4;
float3 o : TEXCOORD5;
};
float4 ps_main(psIn i):color
{
// Environment lighting
// return texCUBE(envIntSampler, i.n);
// Environment reflection
// return texCUBE(envSampler, reflect(-i.v, i.n));
// 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);
float3 n = normalize(i.n);
float3 v = normalize(i.v);
float3 no = normalize(i.o);
float3 fColor = i.c.xyz;
float fShadow = 0.6f + 0.4f * tex2D(shadowSampler, sc);
// return texCUBE(envSampler, reflect(g_vViewDir, i.n));
// g_vViewDir
// fColor *= texCUBE(envSampler, i.n).xyz; // * fShadow // envIntSampler
// fColor += 0.1f * texCUBE(envSampler, reflect(-i.v, i.n)).xyz;
// Lighting
float fLight = saturate( dot( n, -g_vLightDir) );
fLight = min(fShadow * fLight, fLight);
fColor.xyz *= lerp(
float3(0.7f, 0.6f, 1.0f) * tex1D( dif, fLight ),
float3(0.8f, 0.6f, 0.9f) * tex1D( dif, abs( sin(5 * fLight) ) ),
saturate( 5 * dot(no, n) ) );
// return abs( 3 * dot(no, n) );
// Specular highlights
float3 h = normalize( v + -g_vLightDir );
float hdn = saturate( dot(n, h) );
float fSpecularity = smoothstep( 0.5f, 0.9f,
abs( sin(16 * hdn) ) * ( dot( n, -g_vLightDir) > 0 ) + abs( sin(8 * dot(n, v)) ) * 0.85f );
fColor += 0.3f * fShadow * tex1D( spec, fSpecularity );
return float4( (1.0f + 1.5f * g_fGlow.w) * fColor, 0.3f );
}