//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "torque.hlsl" #include "shaderModel.hlsl" // With advanced lighting we get soft particles. #ifdef TORQUE_LINEAR_DEPTH #define SOFTPARTICLES #endif #ifdef SOFTPARTICLES #include "shaderModelAutoGen.hlsl" uniform float oneOverSoftness; uniform float oneOverFar; TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); //uniform float3 vEye; uniform float4 deferredTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro struct Conn { float4 hpos : TORQUE_POSITION; float4 color : TEXCOORD0; float2 uv0 : TEXCOORD1; float4 pos : TEXCOORD2; }; TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); TORQUE_UNIFORM_SAMPLER2D(paraboloidLightMap, 2); float4 lmSample( float3 nrm ) { bool calcBack = (nrm.z < 0.0); if ( calcBack ) nrm.z = nrm.z * -1.0; float2 lmCoord; lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5; lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5); // If this is the back, offset in the atlas if ( calcBack ) lmCoord.x += 1.0; // Atlasing front and back maps, so scale lmCoord.x *= 0.5; return TORQUE_TEX2D(paraboloidLightMap, lmCoord); } uniform float alphaFactor; uniform float alphaScale; float4 main( Conn IN ) : TORQUE_TARGET0 { float softBlend = 1; #ifdef SOFTPARTICLES float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w; tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); float sceneDepth = TORQUE_DEFERRED_UNCONDITION(deferredTex, tc).w; float depth = IN.pos.w * oneOverFar; float diff = sceneDepth - depth; #ifdef CLIP_Z // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer // When drawing high-res, though, we want to be able to take advantage of hi-z // so this is #ifdef'd out //clip(diff); #endif softBlend = saturate( diff * oneOverSoftness ); #endif float4 diffuse = TORQUE_TEX2D( diffuseMap, IN.uv0 ); //return float4( lmSample(float3(0, 0, -1)).rgb, IN.color.a * diffuse.a * softBlend * alphaScale); // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale, IN.color.a * diffuse.a * softBlend * alphaScale ) ); }