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- //Pixel Shader for TEV stages
- //2 TEV stages, 2 texgens, XXX IND stages
- uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);
- uniform float4 color[4] : register(c0);
- uniform float4 k[4] : register(c4);
- uniform float4 alphaRef[1] : register(c8);
- uniform float4 texdim[8] : register(c9);
- uniform float4 czbias[2] : register(c17);
- uniform float4 cindscale[2] : register(c19);
- uniform float4 cindmtx[6] : register(c21);
- uniform float4 cfog[3] : register(c27);
- uniform float4 cPLights[40] : register(c30);
- uniform float4 cPmtrl[4] : register(c70);
- void main(
- out float4 ocol0 : COLOR0,
- in float4 rawpos : VPOS,
- in float4 colors_0 : COLOR0,
- in float4 colors_1 : COLOR1,
- in float3 uv0 : TEXCOORD0,
- in float3 uv1 : TEXCOORD1,
- in float4 clipPos : TEXCOORD2,
- in float4 Normal : TEXCOORD3 ) {
- float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
- float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
- float alphabump=0.0f;
- float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
- float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
- float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
- float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
- float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
- float3 _norm0 = normalize(Normal.xyz);
- float3 pos = float3(clipPos.x,clipPos.y,Normal.w);
- float4 mat, lacc;
- float3 ldir, h;
- float dist, dist2, attn;
- {
- mat = colors_0;
- lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
- lacc.w = 1.0f;
- colors_0 = mat * clamp(lacc, 0.0, 1.0);
- }
- {
- mat = cPmtrl[3];
- lacc = cPmtrl[1];
- lacc.w = cPmtrl[1].w;
- ldir = cPLights[0 + 3].xyz - pos.xyz;
- dist2 = dot(ldir, ldir);
- dist = sqrt(dist2);
- ldir = ldir / dist;
- attn = max(0.0f, dot(ldir, cPLights[0 + 4].xyz));
- attn = max(0.0f, dot(cPLights[0 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[0 + 2].xyz, float3(1.0f,dist,dist2));
- lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[0].xyzw;
- ldir = cPLights[5 + 3].xyz - pos.xyz;
- dist2 = dot(ldir, ldir);
- dist = sqrt(dist2);
- ldir = ldir / dist;
- attn = max(0.0f, dot(ldir, cPLights[5 + 4].xyz));
- attn = max(0.0f, dot(cPLights[5 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[5 + 2].xyz, float3(1.0f,dist,dist2));
- lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[5].xyzw;
- colors_1 = mat * clamp(lacc, 0.0, 1.0);
- }
- clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
- uv0.xy = uv0.xy * texdim[0].zw;
- uv1.xy = uv1.xy * texdim[1].zw;
- // TEV stage 0
- rastemp = colors_0.rgba;
- crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
- tevcoord.xy = uv0.xy;
- textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
- // color combine
- prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0, 1.0);
- // alpha combine
- prev.a = clamp(textemp.a*crastemp.a, 0.0, 1.0);
- // TEV done
- // TEV stage 1
- tevcoord.xy = uv1.xy;
- textemp=tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba;
- konsttemp = float4(0.25f,0.25f,0.25f, ERROR9);
- ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
- cprev = prev;
- // color combine
- prev.rgb = clamp((prev.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0, 1.0);
- // alpha combine
- prev.a = clamp(textemp.a+cprev.a*(1.0f-ckonsttemp.a), 0.0, 1.0);
- // TEV done
- if(!( (true) && (abs( prev.a - alphaRef[0].g ) >= (0.5f/255.0f)))) {
- ocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f);
- discard;
- return;
- }
- float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
- float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
- float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
- x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
- ze *= x_adjust;
- float fog = clamp(ze - cfog[1].z, 0.0, 1.0);
- prev.rgb = lerp(prev.rgb, cfog[0].rgb, fog);
- ocol0 = prev;
- }
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