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- #include "globals.h"
- // GLSLES has limited number of vertex shader registers so we have to use less bones
- #ifdef GLSLES
- #define MAX_BONE_COUNT 32
- #else
- #define MAX_BONE_COUNT 72
- #endif
- // PowerVR saturate() is compiled to min/max pair
- // These are cross-platform specialized saturates that are free on PC and only cost 1 cycle on PowerVR
- #ifdef GLSLES
- float saturate0(float v) { return max(v, 0); }
- float saturate1(float v) { return min(v, 1); }
- #define WANG_SUBSET_SCALE 2
- #else
- float saturate0(float v) { return saturate(v); }
- float saturate1(float v) { return saturate(v); }
- #define WANG_SUBSET_SCALE 1
- #endif
- #define GBUFFER_MAX_DEPTH 500.0f
- #ifndef DX11
- #define TEX_DECLARE2D(name, reg) sampler2D name: register(s##reg)
- #define TEX_DECLARE3D(name, reg) sampler3D name: register(s##reg)
- #define TEX_DECLARECUBE(name, reg) samplerCUBE name: register(s##reg)
- #define TEXTURE(name) name
- #define TEXTURE_IN_2D(name) sampler2D name
- #define TEXTURE_IN_3D(name) sampler3D name
- #define TEXTURE_IN_CUBE(name) samplerCUBE name
- #define WORLD_MATRIX(name) uniform float4x4 name;
- #define WORLD_MATRIX_ARRAY(name, count) uniform float4 name [ count ];
- #ifdef GLSL
- #define ATTR_INT4 float4
- #define ATTR_INT3 float3
- #define ATTR_INT2 float2
- #else
- #define ATTR_INT4 int4
- #define ATTR_INT3 int3
- #define ATTR_INT2 int2
- #endif
- #else
- #define TEX_DECLARE2D(name, reg) SamplerState name##Sampler: register(s##reg); Texture2D<float4> name##Texture: register(t##reg)
- #define TEX_DECLARE3D(name, reg) SamplerState name##Sampler: register(s##reg); Texture3D<float4> name##Texture: register(t##reg)
- #define TEX_DECLARECUBE(name, reg) SamplerState name##Sampler: register(s##reg); TextureCube<float4> name##Texture: register(t##reg)
- #define tex2D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
- #define tex3D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
- #define texCUBE(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
- #define tex2Dgrad(tex, uv, DDX, DDY) tex##Texture.SampleGrad(tex##Sampler, uv, DDX, DDY)
- #define tex2Dbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xy, uv.w)
- #define texCUBEbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xyz, uv.w)
- #define TEXTURE(name) name##Sampler, name##Texture
- #define TEXTURE_IN_2D(name) SamplerState name##Sampler, Texture2D name##Texture
- #define TEXTURE_IN_3D(name) SamplerState name##Sampler, Texture3D name##Texture
- #define TEXTURE_IN_CUBE(name) SamplerState name##Sampler, TextureCube name##Texture
- #define WORLD_MATRIX(name) cbuffer WorldMatrixCB : register( b1 ) { float4x4 name; }
- #define WORLD_MATRIX_ARRAY(name, count) cbuffer WorldMatrixCB : register( b1 ) { float4 name[ count ]; }
- #define ATTR_INT4 int4
- #define ATTR_INT3 int3
- #define ATTR_INT2 int2
- #endif
- float2 sampleLA8Texture(TEXTURE_IN_2D(tex), float2 uv)
- {
- #ifdef DX11
- return tex2D(tex, uv).rg;
- #else
- return tex2D(tex, uv).ba;
- #endif
- }
- #if defined(GLSLES) || defined(PIN_WANG_FALLBACK)
- #define TEXTURE_WANG(name) 0
- void getWang(float unused, float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
- {
- wangUv = uv * WANG_SUBSET_SCALE;
- wangUVDerivatives = float4(0,0,0,0); // not used in this mode
- }
- float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 wangUVDerivatives)
- {
- return tex2D(s,uv);
- }
- #else
- #define TEXTURE_WANG(name) TEXTURE(name)
- void getWang(TEXTURE_IN_2D(s), float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
- {
- #ifndef WIN_MOBILE
- float idxTexSize = 128;
- #else
- float idxTexSize = 32;
- #endif
- float2 wangBase = uv * tiling * 4;
- #if defined(DX11) && !defined(WIN_MOBILE)
- // compensate the precision problem of Point Sampling on some cards. (We do it just at DX11 for performance reasons)
- float2 wangUV = (floor(wangBase) + 0.5) / idxTexSize;
- #else
- float2 wangUV = wangBase / idxTexSize;
- #endif
- float2 wang = sampleLA8Texture(TEXTURE(s), wangUV);
- wangUVDerivatives = float4(ddx(wangBase*0.25), ddy(wangBase*0.25));
- wang *= 255.0/256.0;
- wangUv = wang + frac(wangBase)*0.25;
- }
- float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 derivates)
- {
- return tex2Dgrad(s, uv, derivates.xy, derivates.zw);
- }
- #endif
- float4 gbufferPack(float depth, float3 diffuse, float3 specular, float fog)
- {
- depth = saturate(depth / GBUFFER_MAX_DEPTH);
- const float3 bitSh = float3(255*255, 255, 1);
- const float3 lumVec = float3(0.299, 0.587, 0.114);
- float2 comp;
- comp = depth*float2(255,255*256);
- comp = frac(comp);
- comp = float2(depth,comp.x*256/255) - float2(comp.x, comp.y)/255;
- float4 result;
- result.r = lerp(1, dot(specular, lumVec), saturate(3 * fog));
- result.g = lerp(0, dot(diffuse, lumVec), saturate(3 * fog));
- result.ba = comp.yx;
- return result;
- }
- float3 lgridOffset(float3 v, float3 n)
- {
- // cells are 4 studs in size
- // offset in normal direction to prevent self-occlusion
- // the offset has to be 1.5 cells in order to fully eliminate the influence of the source cell with trilinear filtering
- // (i.e. 1 cell is enough for point filtering, but is not enough for trilinear filtering)
- return v + n * (1.5f * 4.f);
- }
- float3 lgridPrepareSample(float3 c)
- {
- // yxz swizzle is necessary for GLSLES sampling to work efficiently
- // (having .y as the first component allows to do the LUT lookup as a non-dependent texture fetch)
- return c.yxz * G(LightConfig0).xyz + G(LightConfig1).xyz;
- }
- #ifdef GLSLES
- #define LGRID_SAMPLER(name, register) TEX_DECLARE2D(name, register)
- float4 lgridSample(TEXTURE_IN_2D(t), TEXTURE_IN_2D(lut), float3 data)
- {
- float4 offsets = tex2D(lut, data.xy);
- // texture is 64 pixels high
- // let's compute slice lerp coeff
- float slicef = frac(data.x * 64);
- // texture has 64 slices with 8x8 atlas setup
- float2 base = saturate(data.yz) * 0.125;
- float4 s0 = tex2D(t, base + offsets.xy);
- float4 s1 = tex2D(t, base + offsets.zw);
- return lerp(s0, s1, slicef);
- }
- #else
- #define LGRID_SAMPLER(name, register) TEX_DECLARE3D(name, register)
- float4 lgridSample(TEXTURE_IN_3D(t), TEXTURE_IN_2D(lut), float3 data)
- {
- float3 edge = step(G(LightConfig3).xyz, abs(data - G(LightConfig2).xyz));
- float edgef = saturate1(dot(edge, 1));
- // replace data with 0 on edges to minimize texture cache misses
- float4 light = tex3D(t, data.yzx - data.yzx * edgef);
- return lerp(light, G(LightBorder), edgef);
- }
- #endif
- #ifdef GLSLES
- float3 nmapUnpack(float4 value)
- {
- return value.rgb * 2 - 1;
- }
- #else
- float3 nmapUnpack(float4 value)
- {
- float2 xy = value.ag * 2 - 1;
- return float3(xy, sqrt(saturate(1 + dot(-xy, xy))));
- }
- #endif
- float3 terrainNormal(float4 tnp0, float4 tnp1, float4 tnp2, float3 w, float3 normal, float3 tsel)
- {
- // Inspired by "Voxel-Based Terrain for Real-Time Virtual Simulations" [Lengyel2010] 5.5.2
- float3 tangentTop = float3(normal.y, -normal.x, 0);
- float3 tangentSide = float3(normal.z, 0, -normal.x);
- float3 bitangentTop = float3(0, -normal.z, normal.y);
- float3 bitangentSide = float3(0, -1, 0);
- // Blend pre-unpack to save cycles
- float3 tn = nmapUnpack(tnp0 * w.x + tnp1 * w.y + tnp2 * w.z);
- // We blend all tangent frames together as a faster approximation to the correct world normal blend
- float tselw = dot(tsel, w);
- float3 tangent = lerp(tangentSide, tangentTop, tselw);
- float3 bitangent = lerp(bitangentSide, bitangentTop, tselw);
- return normalize(tangent * tn.x + bitangent * tn.y + normal * tn.z);
- }
- float3 shadowPrepareSample(float3 p)
- {
- float4 c = float4(p, 1);
- return float3(dot(G(ShadowMatrix0), c), dot(G(ShadowMatrix1), c), dot(G(ShadowMatrix2), c));
- }
- float shadowDepth(float3 lpos)
- {
- return lpos.z;
- }
- float shadowStep(float d, float z)
- {
- // saturate returns 1 for z in [0.1..0.9]; it fades to 0 as z approaches 0 or 1
- return step(d, z) * saturate(9 - 20 * abs(z - 0.5));
- }
- float shadowSample(TEXTURE_IN_2D(map), float3 lpos, float lightShadow)
- {
- float2 smDepth = tex2D(map, lpos.xy).rg;
- float smShadow = shadowStep(smDepth.x, shadowDepth(lpos));
- return (1 - smShadow * smDepth.y * G(OutlineBrightness_ShadowInfo).w) * lightShadow;
- }
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