Torque3D/Templates/Empty/game/shaders/common/particlesP.hlsl
2012-09-19 11:29:55 -04:00

109 lines
3.6 KiB
HLSL

//-----------------------------------------------------------------------------
// 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"
// With advanced lighting we get soft particles.
#ifdef TORQUE_LINEAR_DEPTH
#define SOFTPARTICLES
#endif
#ifdef SOFTPARTICLES
#include "shadergen:/autogenConditioners.h"
uniform float oneOverSoftness;
uniform float oneOverFar;
uniform sampler2D prepassTex : register(S1);
//uniform float3 vEye;
uniform float4 prePassTargetParams;
#endif
#define CLIP_Z // TODO: Make this a proper macro
struct Conn
{
float4 color : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float4 pos : TEXCOORD2;
};
uniform sampler2D diffuseMap : register(S0);
uniform sampler2D paraboloidLightMap : register(S2);
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 tex2D(paraboloidLightMap, lmCoord);
}
uniform float alphaFactor;
uniform float alphaScale;
float4 main( Conn IN ) : COLOR
{
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 ), prePassTargetParams);
float sceneDepth = prepassUncondition( prepassTex, 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 = 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 ) );
}