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hh  `@ 00 @@PP!@@%ÈT€HM& 'vd`-6øè6/ÀÀ7P0 E Ø@ FH©˜°¡I ] = Data/Shaders/S_Cloth_vs__Cloth_fs__24467.cgfx#3482E05806B56BB34D1840BBA5F1589F#materialData/Shaders/S_Cloth_vs__Cloth_fs__24467.fx#3482E05806B56BB34D1840BBA5F1589F #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #define D_PLATFORM_D3D11x64 #define REMOTE #define DUDE #define AO #define SAND #define ALPHATESTENABLE #define SKINNING_ENABLED // Automatically generated. Do not edit. // =======================================================================================================================[COMMON DEFINES]=== #define PHYRE3X_ENABLED #if !defined(D_PLATFORM_GXM) #define h2tex3D tex3D #define h4tex2D tex2D #define h3tex2D tex2D #define h2tex2D tex2D #define h1tex2D tex2D #define h4texCUBE texCUBE #define h3texCUBE texCUBE #endif // ========================================================================================================================[COMMON STATES]=== #if !defined(D_PLATFORM_GXM) BlendState ourBlendState { BlendEnable[0] = FALSE; BlendEnable[1] = FALSE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; RenderTargetWriteMask[0] = 15; AlphaToCoverageEnable = false; }; DepthStencilState ourDepthStencilState { DepthEnable=true; DepthFunc=less; StencilEnable=false; }; RasterizerState ourRasterState { CullMode=None; DepthBias=0.0f; ScissorEnable=false; MultiSampleEnable=false; DepthClipEnable=false; AntialiasedLineEnable=false; }; #endif // ==================================================================================================================[VERTEX SHADER BEGIN]=== #define main Opaque_vs_main #define IN Opaque_vs_IN #define OUT Opaque_vs_OUT #define v2f Opaque_vs_v2f #define a2v Opaque_vs_a2v // ------------------------------------------------------------------------------------------------------------------------------------------ #define GLOBAL_LEAN_AND_MEAN #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 60 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" float4 eyePositionWS : eyePositionWS ; #ifdef SKINNING_ENABLED float4x4 viewprojection : viewprojection ; #else float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #endif #if defined(D_PLATFORM_GXM) #undef SAND #endif #ifndef D_PREPASS_ENABLED // Set automatically by PSSG. // Global env params: HALF4 l_d; // Type specific: #if defined( DUDE ) || defined( SCARF ) float4x4 dudeInvTorso; #endif #ifndef TOOL #ifdef DUDE #ifdef DECORATION #define SAND_SPHERE_COUNT 14 #else #define SAND_SPHERE_COUNT 7 #endif float4 sandSpheres[SAND_SPHERE_COUNT]; //float sandInts[SAND_SPHERE_COUNT]; //!MP! hnnngh, float arrays are not properly supported on pc float4 sandInts[SAND_SPHERE_COUNT]; #endif #endif #endif//D_PREPASS_ENABLED #ifdef SKINNING_ENABLED struct a2v { #if defined(__ORBIS__) float4 SkinnableVertex : POSITION; #else float3 SkinnableVertex : POSITION; #endif float3 SkinnableNormal : NORMAL; float2 uv : TEXCOORD0; float4 extraF32 : TEXCOORD1; float4 extraU8 : TEXCOORD2; float4 extra2U8 : TEXCOORD3; float4 Color : COLOR; float4 SkinWeights : BLENDWEIGHTS; #if defined(D_PLATFORM_GXM) float4 SkinIndices : BLENDINDICES; #else uint4 SkinIndices : BLENDINDICES; #endif }; struct a2v_noSkin #else struct a2v #endif { #if defined(__ORBIS__) float4 position : POSITION; #else float3 position : POSITION; #endif float3 normal : NORMAL; float2 uv : TEXCOORD0; float4 extraF32 : TEXCOORD1; float4 extraU8 : TEXCOORD2; float4 extra2U8 : TEXCOORD3; float4 color : COLOR0; }; #ifdef SKINNING_ENABLED a2v_noSkin ProcessSkInput(a2v skIn) { float4x4 transformMatrix = GenerateBoneMatrix(skIn.SkinIndices,skIn.SkinWeights); a2v_noSkin ret; ret.position.xyz = MatrixMul(transformMatrix,float4(skIn.SkinnableVertex.xyz,1)).xyz; #if defined(__ORBIS__) ret.position.w = 1; #endif ret.normal = MatrixMul((float3x3)transformMatrix, skIn.SkinnableNormal); ret.uv = skIn.uv; ret.extraF32 = skIn.extraF32; ret.extraU8 = skIn.extraU8; ret.extra2U8 = skIn.extra2U8; ret.color = skIn.Color; return ret; } #endif//SKINNING_ENABLED struct v2f { float4 position : POSITION_OUT; HALF4 color : COLOR0; float3 normal : TEXCOORD0; HALF4 uv : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 eye : TEXCOORD3; HALF4 extra : TEXCOORD4; HALF4 extra2 : TEXCOORD5; HALF4 extra3 : TEXCOORD6; HALF4 extra4 : COLOR1; HALF3 fresSsL : TEXCOORD7; }; void main( #ifdef SKINNING_ENABLED in a2v IN_VAL, #else in a2v IN, #endif out v2f OUT ) { #ifdef SKINNING_ENABLED a2v_noSkin IN = ProcessSkInput(IN_VAL); OUT.position = MatrixMul( viewprojection, float4( IN.position.xyz, 1 ) ); OUT.worldPos = float4( IN.position.xyz, 1 ); OUT.normal = normalize( IN.normal ); #else OUT.position = MatrixMul( modelViewProj, float4( IN.position.xyz, 1 ) ); OUT.worldPos = MatrixMul( model, float4( IN.position.xyz, 1 ) ); OUT.normal = normalize( MatrixMul( (float3x3)modelIT, IN.normal ) ); #endif OUT.uv.xy = IN.uv; OUT.eye = float4( eyePositionWS.xyz - OUT.worldPos.xyz, OUT.worldPos.y ); // Calculate the fresnel term of specular. HALF3 Ln = normalize( l_d.xyz ); HALF3 Vn = normalize( OUT.eye.xyz ); HALF3 Hn = normalize( Vn + Ln ); HALF F0 = 0.005; HALF fresnel = lerp( F0, 1.0, powsafe( saturate( 1.0 - dot( Vn, Hn ) ), 5.0 ) ); OUT.fresSsL.x = fresnel; // The dude's body occludes light on the scarf and cape. HALF ssOcc = 1.0; #if defined( DUDE ) || defined( SCARF ) HALF3 torsoPos = MatrixMul( dudeInvTorso, float4( OUT.worldPos.xyz, 1.0 ) ).xyz; HALF3 torsoNorm = normalize( HALF3( 1, 3, 3 ) * torsoPos ); #if defined( DECORATION ) ssOcc = 0.0; #else HALF3 torsoEye = normalize( MatrixMul( (float3x3)dudeInvTorso, OUT.eye.xyz ) ); ssOcc = 1.0 - saturate( dot( torsoEye, torsoNorm ) ); ssOcc *= saturate( 0.1 - 0.1 * torsoPos.x ); ssOcc = max( ssOcc, saturate( 0.1 * length( torsoPos ) - 0.333 ) ); // We actually bump up the occlusion on the cape a little, 'cause it looks cooler. #if defined( DUDE ) ssOcc *= 3.0; #endif #endif // Project dude normals onto a vertical elipsoid. HALF3 torsoLight = normalize( MatrixMul( (float3x3)dudeInvTorso, l_d.xyz ) ); HALF slight = 0.5 * (1.0 + sin( 0.5 * 3.1415926 * dot( torsoLight, torsoNorm ) )); OUT.fresSsL.z = slight; #else OUT.fresSsL.z = 0; #endif OUT.fresSsL.y = ssOcc; // Extract effect 'channels' from the compressed data in IN.extraU8[0] and convert back into usable values float MAX_CHANNELS = 4.0; int compressed = (int)floor( 255.1 * IN.extraU8.x ); int topBits = compressed / 16; int botBits = D_UINT_MOD(compressed,16); int invis = D_UINT_MOD(topBits,4); int iFrom = invis / 2; int iTo = D_UINT_MOD(invis,2); int chamDir = topBits / 4; int chamDirUp = D_UINT_MOD(chamDir,2); int chamDirRight = chamDir / 2; int u0 = botBits / 4; int u1 = D_UINT_MOD(botBits,4); // List all of the inputs for readibility, so we can tie them to the outputs easily float abBlend = IN.extraF32[0]; // glow blend float uvBlend = IN.extraF32[1]; // cham blend float vOffset = IN.extraF32[2]; float scarfMeter = IN.extraF32[3]; HALF compressedVals = IN.extraU8[0]; HALF chamEdgeMult = IN.extraU8[1]; HALF vMin = IN.extraU8[2]; HALF vMax = IN.extraU8[3]; HALF uScaleMult = IN.extra2U8[0]; HALF vScaleMult = IN.extra2U8[1]; int iextra = (int)floor( 255.1 * IN.extra2U8[2] ); HALF innerSpec = D_UINT_MOD(iextra,2) ? 1.0 : 0.0; HALF frozen = D_UINT_MOD((iextra / 2),2) ? 1.0 : 0.0; HALF dirty = IN.extra2U8[3] * 2.f; // For the dude mesh we use a special system for calculating dirtiness. #ifndef TOOL #if defined( DUDE ) float sand = 0; float weight = 0; for( int i = 0; i < SAND_SPHERE_COUNT; i++ ) { float3 toSphere = sandSpheres[i].xyz - OUT.worldPos.xyz; float dist = length( toSphere ); float t = dist / sandSpheres[i].w; float w = saturate( 1.0 - t * t ); weight += w; sand += w * sandInts[i].x; } sand /= weight + 0.000001; #if defined( DECORATION ) dirty = sand; #else dirty = lerp( dirty, sand, saturate( weight ) ); #endif #endif #else dirty = 0; #endif HALF hueShift = IN.color[0]; HALF saturation = IN.color[1]; HALF value = IN.color[2]; HALF alpha = IN.color[3]; OUT.uv[2] = (float)u0 / MAX_CHANNELS; OUT.uv[3] = (float)u1 / MAX_CHANNELS; OUT.extra = float4( abBlend, uvBlend, vOffset, scarfMeter ); OUT.extra2 = float4( vMin, vMax, uScaleMult, vScaleMult ); OUT.extra3 = float4( (float)iFrom, (float)iTo, (float)chamDirUp, (float)chamDirRight ); OUT.extra4 = float4( chamEdgeMult, innerSpec, frozen, dirty ); OUT.color = float4( hueShift, saturation, value, alpha ); #ifdef DECORATION OUT.uv.zw = float2( 0.0, 0.0 ); #endif } // ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef a2v // ===================================================================================================================[PIXEL SHADER BEGIN]=== #define main Opaque_fs_main #define IN Opaque_fs_IN #define OUT Opaque_fs_OUT #define v2f Opaque_fs_v2f #define f2f Opaque_fs_f2f // ------------------------------------------------------------------------------------------------------------------------------------------ #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 334 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #if defined(D_PLATFORM_GXM) #undef SAND #endif //#if defined(DUDE) // #define SAMPLE_ATLAS(a,b) D_H4_SAMPLE_WRAPT_SRGBTEXTURE(a,b) // #define SAMPLE_MASK(a,b) D_H4_SAMPLE_WRAPT_SRGBTEXTURE(a,b) //#elif defined(SCARF) // #define SAMPLE_ATLAS(a,b) D_H4_SAMPLE_SRGBTEXTURE(a,b) // #define SAMPLE_MASK(a,b) D_H4_SAMPLE_SRGBTEXTURE(a,b) //#else // #define SAMPLE_ATLAS(a,b) D_H4_SAMPLE_WRAP_SRGBTEXTURE(a,b) // #define SAMPLE_MASK(a,b) D_H4_SAMPLE_WRAP_SRGBTEXTURE(a,b) //#endif #if defined(DUDE) // WRAPT?? #define SAMPLE_ATLAS(a,b) SAMPLETEX(a,b, ANISO, WRAP, ON) #define SAMPLE_MASK(a,b) SAMPLETEX(a,b, ANISO, WRAP, ON) #elif defined(SCARF) #define SAMPLE_ATLAS(a,b) SAMPLETEX(a,b, ANISO, CLAMP, ON) #define SAMPLE_MASK(a,b) SAMPLETEX(a,b, ANISO, CLAMP, ON) #else #define SAMPLE_ATLAS(a,b) SAMPLETEX(a,b, ANISO, WRAP, ON) #define SAMPLE_MASK(a,b) SAMPLETEX(a,b, ANISO, WRAP, ON) #endif #ifndef D_PREPASS_ENABLED // PhyreEngine params: // LOD params: #ifdef D_PLATFORM_GXM D_DECLARE_TEXTURE2D_4(noise3dTexture); #else D_DECLARE_TEXTURE3D_4(noise3dTexture); #endif // Global env params: HALF4 l_c, l_s, l_a; #ifndef PHYRE3X_ENABLED HALF4 l_d; #endif HALF velvetInt, velvetRatio; // Global dude params: float4 localDudePos; float4 remoteDudePos; float localDudeGlow; float remoteDudeGlow; float4 specular; float alphaHardness; D_DECLARE_TEXTURE2D_4(textureAtlasA); D_DECLARE_TEXTURE2D_4(textureAtlasB); D_DECLARE_TEXTURE2D_4(textureMask); D_DECLARE_TEXTURE2D_4(textureDetail); #ifdef SCARF // These are the 'filled' versions of the textures. The 'scarfMeter' float is responsible for filling the scarf. D_DECLARE_TEXTURE2D_4(textureFilledA); D_DECLARE_TEXTURE2D_4(textureFilledB); #endif #ifdef PAINTING D_DECLARE_TEXTURE2D_4(texturePaintingChamMask); #endif ////#ifdef DECORATION ////#ifndef DUDE HALF inShadow; ////#endif HALF hsvHue; HALF hsvSaturation; HALF hsvValue; ////#endif ////#if defined( DUDE ) || defined( SCARF ) float dudeDissolve; float dudeSuperGlow; float dudeSnapGlow; float dudeSnapLevel; float4 dudeScarfRoot; float4 dudeCenter; ////#endif ////#ifdef DUDE float dudeColdness; ////#endif ////#ifdef SCARF // @HACK: Temporary solution to make the cape growing more visible. // Since cape growing is implemented using a vOffset, this is the approach we'll take. float vOffsetGlow; ////#endif ////#if defined( DECORATION ) && defined( DUDE ) float dudeDecoGlow; ////#endif // Sand params D_DECLARE_TEXTURE_CUBE_4(sandHiIrrCube); D_DECLARE_TEXTURE2D_4(sandSpecTexture); D_DECLARE_TEXTURE2D_4(sandSpecLut); #if defined( SAND ) D_DECLARE_TEXTURE2D_4(noiseSandTex); D_DECLARE_TEXTURE2D_4(heightTexture); float4 heightBiasUv; float4 heightScaleUv; float heightBiasY; D_DECLARE_TEXTURE2D_4(duneTexture); D_DECLARE_TEXTURE2D_4(duneColorTexture); float duneMaxShadowY; #endif // Environmental occlusion params #if defined( DUDE ) || defined( SCARF ) D_DECLARE_TEXTURE_CUBE_4(envOccCube); #endif //---------------------------------------------- // Helper functions //---------------------------------------------- float Luminance( float3 color ) { float3 luminance = float3(0.3, 0.59, 0.11); return dot(luminance, color); } float3 Saturation( float3 color, float satLevel ) { float intensity = Luminance( color ); return lerp( float3( intensity, intensity, intensity ), color, satLevel ); } float ClothStep( float t, float x ) { #if defined(D_PLATFORM_GNM) return step(t,x); #else return (float)(x >= t); #endif } float ChamStep( float min, float max, float input ) { return saturate( (input - min) / (max - min) ); } float ChamAmount( float uvValue, float uvCham, float uvMin, float uvMax, float uvMask, float chamStepAmount ) { float uvRange = uvMax - uvMin; float chamBase = saturate( ((2 + chamStepAmount) * uvCham - (( uvValue - uvMin ) / uvRange)) - uvMask ); return ChamStep( 0.0, chamStepAmount, chamBase ); } HALF OrenNayarDiffuse( HALF3 light, HALF3 view, HALF3 norm, HALF roughness ) { HALF VdotN = dot( view, norm ); HALF LdotN = dot( light, norm ); HALF cos_theta_i = LdotN; HALF theta_r = acos( VdotN ); HALF theta_i = acos( cos_theta_i ); HALF cos_phi_diff = dot( normalize( view - norm * VdotN ), normalize( light - norm * LdotN ) ); HALF alpha = max( theta_i, theta_r ) ; HALF beta = min( theta_i, theta_r ) ; HALF sigma2 = roughness * roughness; HALF A = 1.0 - 0.5 * sigma2 / (sigma2 + 0.33); HALF B = 0.45 * sigma2 / (sigma2 + 0.09); return saturate( cos_theta_i ) * (A + (B * saturate( cos_phi_diff ) * sin(alpha) * tan(beta))); } #endif//D_PREPASS_ENABLED float GetChamStepAmount( HALF frozen ) { // Step amount gets larger if we're frozen float frozenStep = 0.5; #ifdef SCARF frozenStep = 0.5; #endif float stepAmount = lerp( 0.05, frozenStep, frozen ); #ifdef PAINTING stepAmount = 0.15; #endif #ifdef DUDE stepAmount = lerp( 0.1, 0.75, frozen ); #endif return stepAmount; } float ComputeCham( float2 uv, float uvCham, float vMin, float vMax, float uvMask, float dirUpMult, float dirRightMult, float dirOmniMult, float chamStepAmount ) { float sideUV = uv[0]; float upUV = uv[1]; // The Dude's cape is UV'd sideways so that it can tile horizontally #if defined(DUDE) && !defined(DECORATION) sideUV = uv[1]; upUV = saturate( ( uv[0] - 0.075 ) / ( 0.25 - 0.075 ) ); vMin = 0.0; vMax = 1.0; #endif float chamAmountUp = ChamAmount( upUV, uvCham, vMin, vMax, uvMask, chamStepAmount ); // We assume that all cloth has a uRange from 0 to 0.25 float chamAmountRight = ChamAmount( sideUV, uvCham, 0, 0.25, uvMask, chamStepAmount ); float chamAmountAll = ChamAmount( 0, uvCham, 0, 1, uvMask * 2, chamStepAmount ); return max( max( chamAmountUp * dirUpMult, chamAmountRight * dirRightMult ), chamAmountAll * dirOmniMult ); } struct v2f { float4 position : POSITION_OUT; HALF4 color : COLOR0; float3 normal : TEXCOORD0; HALF4 uv : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 eye : TEXCOORD3; HALF4 extra : TEXCOORD4; HALF4 extra2 : TEXCOORD5; HALF4 extra3 : TEXCOORD6; HALF4 extra4 : COLOR1; HALF3 fresSsL : TEXCOORD7; #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) bool isFrontFace : SV_IsFrontFace; #else float faceVal : FACE; #endif // float wpos : WPOS; }; struct f2f { HALF4 color : FINAL_COLOR; }; //---------------------------------------------- // Program entry //---------------------------------------------- void main( in v2f IN, out f2f OUT ) { //------------------------------------------ // Pull in some variables one way or another #if defined(D_PLATFORM_D3D11) float face = IN.isFrontFace ? -1.f : 1.f; #elif defined(D_PLATFORM_GNM) float face = IN.isFrontFace ? -1.f : 1.f; #else float face = IN.faceVal; #endif // IN.color.rgb is used to pass in additional parameters, not for color float4 color = float4( 1, 1, 1, 1 ); float abBlend = IN.extra[0]; float uvBlend = IN.extra[1]; float vOffset = IN.extra[2]; float scarfMeter = IN.extra[3]; HALF vMin = IN.extra2[0]; HALF vMax = IN.extra2[1]; HALF uScaleMult = IN.extra2[2]; HALF vScaleMult = IN.extra2[3]; HALF invisFrom = IN.extra3[0]; HALF invisTo = IN.extra3[1]; HALF chamDirUp = IN.extra3[2]; HALF chamDirRight = IN.extra3[3]; HALF chamDirOmni = 1 - max( chamDirUp, chamDirRight ); // Omni is active when neither Up or Right are active HALF chamEdgeMult = IN.extra4[0]; HALF innerSpec = IN.extra4[1]; HALF frozen = IN.extra4[2]; HALF dirty = IN.extra4[3]; HALF hue = IN.color[0]; HALF saturation = IN.color[1]; HALF value = IN.color[2]; float4 uv = IN.uv; // We have to initialize many variables if it's a Decoration, since we don't have per-vertex game data #ifdef DECORATION uScaleMult = 1.0; vScaleMult = 1.0; abBlend = 0.0; uvBlend = 0.0; chamDirUp = 1; chamDirRight = 0; chamDirOmni = 0; innerSpec = 1; frozen = 0; #ifdef DUDE abBlend = dudeDecoGlow; uScaleMult = 0.05; vScaleMult = 0.05; // Dude texture was doubled in width to include the frozen effect uv[0] /= 2.0; uv[2] /= 2.0; #ifdef FROZEN uvBlend = 1.0 - dudeColdness; frozen = 1; #endif #else dirty = 0; #endif vOffset = 0.0; chamEdgeMult = 0.0; vMin = 0.0; vMax = 1.0; invisFrom = 1.0; invisTo = 1.0; hue = hsvHue; saturation = hsvSaturation / 2.0; value = hsvValue / 2.0; #else #ifdef DUDE // Dude cloth texture was halved in width -- only need 2 channels uv[ 0 ] *= 2.0; uv[ 2 ] *= 2.0; #endif #endif #if defined(DUDE) && defined(FROZEN) // Make specular pixels smaller for the frozen effect on the dude uScaleMult = lerp( uScaleMult, uScaleMult * 1.5, frozen ); vScaleMult = lerp( vScaleMult, vScaleMult * 1.5, frozen ); #endif #if defined(SAND) && (!defined(DECORATION) || defined(FROZEN)) // On a frozen guy, the dirty effect looks like ice crystals, so we pump it up with frozeness. dirty = max( dirty, saturate( 2.0 * (1.0 - uvBlend) * frozen ) ); #endif float2 uvOffSrc = float2( uv[2], vOffset ); float2 uvOffDst = float2( uv[3], vOffset ); #if defined(DECORATION) && defined(DUDE) && defined(FROZEN) // Point offset to frozen portion of the Dude's texture (ClothNinja) uvOffSrc = float2( 0.5, vOffset ); uvOffDst = float2( 0.0, vOffset ); #endif float3 Ln = normalize( l_d.xyz ); float3 Nn = normalize( IN.normal.xyz * face ); float3 Vn = normalize( IN.eye.xyz ); float3 Hn = normalize( Vn + Ln ); //------------------------------------------ // Read in surface textures HALF4 maskColor = HALF4( 1, 1, 1, 1 ); // Read mask layer #ifdef DECORATION // Decoration is a straightforward mask application directly matching the UVs of the mesh maskColor = SAMPLE_MASK( textureMask, IN.uv.xy ); #else // For cloth, it's more complex. // We multiply by 4 to re-normalize UV.x to 0-1, where as normally it's in the range of 0-0.25 or 0-0.5, depending on MAX_CHANNELS. // Really, we should do this re-normalization in the vertex shader based on MAX_CHANNELS and pass through the new UVs in another stream. // The only batches with MAX_CHANNELS != 4 are Ancestors and Paintings, neither of which are likely to use masks, for now. // Scarf needs a special cham-blend of mask colors between two channels; see below. float channels = 4.0; #ifdef DUDE channels = 2.0; #endif maskColor = SAMPLE_MASK( textureMask, float2( uv.x * channels, uv.y + vOffset ) ); #endif // Read and layer the detail texture many times. // The detail acts as both an offset into the texture atlas lookup and a color shift. float detUvMult = 9.0; #ifdef DUDE detUvMult = 12.0; #endif #ifdef SCARF detUvMult = 4.0; #endif float2 detUv = IN.uv.xy * detUvMult * float2( uScaleMult, vScaleMult ); HALF4 detailColor = 0.25 * (D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 17.0 * detUv ) + D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 3*17.0 * detUv.yx ) + D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 237.0 * detUv ) + D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 3.0*237.0 * detUv.yx )); HALF4 detailColorLow = 0.5 * (D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 0.5 * detUv ) + D_H4_SAMPLE_WRAP_TEXTURE( textureDetail, 1.5 * detUv.yx )); //HALF4 detailColor = 0.25 * (D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 17.0 * detUv ) + D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 3*17.0 * detUv.yx ) + D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 237.0 * detUv ) + D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 3.0*237.0 * detUv.yx )); //HALF4 detailColorLow = 0.5 * (D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 0.5 * detUv ) + D_H4_SAMPLE_WRAP_ANISO_TEXTURE( textureDetail, 1.5 * detUv.yx )); uv.xy += 0.004 * (detailColor.rg - 0.5); // Cloth LOD opacity is passed in through IN.color.a. #ifdef D_PLATFORM_GXM HALF noise = D_H1_SAMPLE_WRAP_TEXTURE( noise3dTexture, 0.1 * IN.worldPos.xy ).r; #else HALF noise = D_H2_SAMPLE_WRAP_TEXTURE_3D( noise3dTexture, 0.1 * IN.worldPos.xyz ).r; #endif IN.color.a = ClothStep( noise, IN.color.a ); // If a texture tap isn't going to be used, consolidate the UVs to conserve texture cache. uvOffDst = uvBlend == 0.0 ? uvOffSrc : uvOffDst; uvOffSrc = uvBlend == 1.0 ? uvOffDst : uvOffSrc; float2 aColor1Uv = uv.xy + uvOffSrc; float2 aColor2Uv = uv.xy + uvOffDst; float2 bColor1Uv = uv.xy + uvOffSrc; float2 bColor2Uv = uv.xy + uvOffDst; bColor1Uv = abBlend == 0.0 ? 0.0 : bColor1Uv; bColor2Uv = abBlend == 0.0 ? 0.0 : bColor2Uv; aColor1Uv = abBlend == 1.0 ? 0.0 : aColor1Uv; aColor2Uv = abBlend == 1.0 ? 0.0 : aColor2Uv; float4 aColor1 = SAMPLE_ATLAS( textureAtlasA, aColor1Uv ); float4 aColor2 = SAMPLE_ATLAS( textureAtlasA, aColor2Uv ); float4 bColor1 = SAMPLE_ATLAS( textureAtlasB, bColor1Uv ); float4 bColor2 = SAMPLE_ATLAS( textureAtlasB, bColor2Uv ); aColor1.a *= invisFrom; aColor2.a *= invisTo; bColor1.a *= invisFrom; bColor2.a *= invisTo; //------------------------------------------ // Various cham effects // Cham effect from uvBlend // TODO: Needs to achieve blocky fabric-weaving effect float chamMask = 0.5 * detailColor.a + 0.5 * detailColorLow.a; #ifdef SCARF chamMask = saturate( (chamMask - 0.25) * 2 ) * 0.125; #endif #ifdef PAINTING // Paintings use a special texture for the cham mask. Because we know that paintings are UV'd at 1/4th the width of the cloth texture, // and we want to use the largest chunk of the cham mask texture as possible, we will re-scale our UVs by 4 to do so chamMask = D_H1_SAMPLE_WRAP_TEXTURE( texturePaintingChamMask, uv.xy * 4 ).r; #endif float stepAmount = GetChamStepAmount( frozen ); float chamMaskAmount = lerp( chamMask, maskColor.a, frozen ); float2 chamVals = uv.xy; #if defined(DUDE) // For the Dude mesh, instead of using UVs for the cham effect, look into a texture instead chamVals = float2( maskColor.a, maskColor.a ); #endif float chamAmount = ComputeCham( chamVals, uvBlend, vMin, vMax, chamMaskAmount, chamDirUp, chamDirRight, chamDirOmni, stepAmount ); #ifdef SCARF chamAmount = saturate( (chamAmount - 0.75) * 4 ); // Also, if frozen, cham a little from the neck (backwards) to blend with the head piece float2 neckUV = float2( uv.x, vMax - uv.y ); float chamBack = ComputeCham( neckUV, max(uvBlend, 0.7), vMin, vMax, chamMaskAmount, chamDirUp, chamDirRight, chamDirOmni, stepAmount ); chamBack = saturate( (chamBack - 0.75) * 4 ); chamAmount = lerp( chamAmount, min(chamAmount, chamBack), frozen ); #endif float4 aColor = lerp( aColor1, aColor2, chamAmount ); float4 bColor = lerp( bColor1, bColor2, chamAmount ); // For the Scarf, we have to do a second stage of cham logic for the filled versions of the cape. #ifdef SCARF // Filled meter cham // ------------------------------------------ float4 aFilledColor1 = D_H4_SAMPLE_SRGBTEXTURE( textureFilledA, uv.xy + uvOffSrc ); float4 aFilledColor2 = D_H4_SAMPLE_SRGBTEXTURE( textureFilledA, uv.xy + uvOffDst ); float4 bFilledColor1 = D_H4_SAMPLE_SRGBTEXTURE( textureFilledB, uv.xy + uvOffSrc ); float4 bFilledColor2 = D_H4_SAMPLE_SRGBTEXTURE( textureFilledB, uv.xy + uvOffDst ); float4 aFilledColor = lerp( aFilledColor1, aFilledColor2, chamAmount ); float4 bFilledColor = lerp( bFilledColor1, bFilledColor2, chamAmount ); float filledStepAmount = GetChamStepAmount( 0 ); float filledMaskAmount = chamMask; float2 filledVals = uv.xy; float filledAmount = ComputeCham( filledVals, scarfMeter, vMin, vMax, filledMaskAmount, chamDirUp, chamDirRight, chamDirOmni, filledStepAmount ); filledAmount = saturate( (filledAmount - 0.75) * 4 ); aColor = lerp( aColor, aFilledColor, filledAmount ); bColor = lerp( bColor, bFilledColor, filledAmount ); // Edge effects // ------------------------------------------ // Edge effect to highlight meter boundaries float scarfEdgeAmount = pow( 1 - 2 * abs( filledAmount - 0.5 ), 2 ); // Special cham effect to highlight the cape growing. // This effect is enabled via controlling the vOffsetGlow global parameter to the Cape cloth shader. float vOffsetGlowAmt = saturate( ((2 * uv[1]) - (1 - vOffset)) / (1 - vOffset) ); float scarfGrowAmount = pow( saturate(vOffsetGlowAmt - 0.75) * 8, 3 ) * vOffsetGlow; aColor = lerp( aColor, float4( 1, 1, 0.5, aColor.a ) * 15, max( scarfEdgeAmount * ChamStep( 0.05, 0.06, scarfMeter ), scarfGrowAmount ) ); bColor = lerp( bColor, float4( 1, 1, 0.5, bColor.a ) * 15, max( scarfEdgeAmount * ChamStep( 0.05, 0.06, scarfMeter ), scarfGrowAmount ) ); // Mask // ------------------------------------------ // Re-read mask based on filled state // We do some really nasty special case logic here for hue masking because the cape has a FULL and EMPTY state, each of which needs its own mask! Rather than every channel // sharing the same mask, the cape texture has 2 channel 'pairs', red - full, empty (channels 0 and 1), and white - full, empty (channels 2, 3). // Each pair needs HALF of the mask texture, and we need to cham between them based on how full or empty the cape is. HALF4 mask1 = SAMPLE_MASK( textureMask, float2( uv.x * 2.0, uv.y + uvOffSrc[1] ) ); HALF4 mask2 = SAMPLE_MASK( textureMask, float2( uv.x * 2.0 + 0.5, uv.y + uvOffSrc[1] ) ); maskColor = lerp( mask1, mask2, (HALF)(1.0 - filledAmount) ); // @TODO: Fix the problem w/ mipmapping that this hack masks if( uv.y > 1.0 - vOffset ) { #ifdef ALPHATESTENABLE clip(-1.f); #else OUT.color.rgb = float3( 1, 0, 1 ); OUT.color.a = 0; return; #endif } #endif HALF colorDiff = 1.0; #ifdef PAINTING // This will make the cham edge effect only appear on sections of the cloth that are changing via the cham effect // @HACK: This is a hack that assumes a greyscale painting. We should use the painting alpha channel, or something, to mask off the cham edge effect instead HALF aColorDiff = saturate( abs(aColor1 - aColor2) * 100 ).r; HALF bColorDiff = saturate( abs(bColor1 - bColor2) * 100 ).r; HALF abColorDiff = saturate( abs(aColor - bColor) * 100 ).r; // This is a bit convoluted: If we're solidly on the A or B layers, the pixel difference we're interested is simply on the A or B layers. // If we're in the process of switching layers (abBlend is moving), we're interested in the ab pixel difference colorDiff = ( (float)(abBlend == 0) * aColorDiff ) + ( (float)(abBlend == 1) * bColorDiff ) + ( (float)(abBlend > 0 && abBlend < 1) * abColorDiff ); #endif // Cham edge effect float chamEdgeAmount = pow( 1 - 2 * abs( chamAmount - 0.5 ), 2 ) * (float)colorDiff; // Apply cham edge effect aColor = lerp( aColor, float4( 1, 1, 0.5, aColor.a ) * 75, chamEdgeAmount * chamEdgeMult ); bColor = lerp( bColor, float4( 1, 1, 0.5, bColor.a ) * 75, chamEdgeAmount * chamEdgeMult ); // Compute final color, taking into account cham and cross-fade with glow texture #ifndef PAINTING // Crossfade effect from abBlend, typically used for 'glowing' cloth -- only A layer controls alpha. // abBlend can be above 1, which will apply an overbright effect color = lerp( aColor, bColor, abBlend ) * ( 1.0 + max( abBlend - 1.0, 0.0 ) ); #else // for Paintings, we just apply a cham effect when both blending within texA, and between texA and texB (rather than the cross-fade) // TODO: There's a bug where the chamEdgeEffect, applied above, uses uvBlend to compute itself, rather than abBlend when abBlend is used. chamAmount = ComputeCham( uv.xy, abBlend, vMin, vMax, chamMask, chamDirUp, chamDirRight, chamDirOmni, 0.15 ); color = lerp( aColor, bColor, chamAmount ); #endif #if defined( DECORATION ) && !defined( DUDE ) // Don't increase whiteness on decorations (ancestors, etc). Looks bad. #else #if defined( DUDE ) || defined( SCARF ) // Glow masks above 0.5 are extra glowy! HALF glowMask = saturate( 2.0 * maskColor.g ); HALF eyeMask = saturate( 2.0 * maskColor.g - 1.0 ); color.rgb = lerp(color.rgb, color.rgb * 15, saturate(max(eyeMask, abBlend * glowMask)) * lerp( 1.0, 0.0, frozen * (1.0 - chamAmount) ) ); #else #if defined( PAINTING ) // @HACK: For all the paintings if the texture color is close to white, we blow up the intensity to make it glow // This looks pretty bad and increases banding... why are we doing this? color.rgb = lerp(color.rgb, color.rgb * 15, ChamStep(0.5, 1.0, Luminance(color.rgb)) ); #else // Mask blue has regular glow mask, mask green has frozen glow mask... very inconsistent from the Dude color.rgb = lerp(color.rgb, color.rgb * 15, abBlend * saturate(lerp(maskColor.b, maskColor.g, frozen ? 1.0 - chamAmount : 0))); #endif #endif #endif // Try to blend the base of the scarf with the mesh. #ifdef SCARF HALF3 scarfBaseColor1 = SAMPLE_ATLAS( textureAtlasA, float2( uvOffSrc.x + 80.0/512.0, 1.0/2048.0 ) ).xyz; HALF3 scarfBaseColor2 = SAMPLE_ATLAS( textureAtlasA, float2( uvOffDst.x + 80.0/512.0, 1.0/2048.0 ) ).xyz; HALF3 scarfBaseColor = lerp( scarfBaseColor1, scarfBaseColor2, (HALF)chamAmount ); HALF scarfBaseBlend = saturate( 400 * uv.y - 11.5 ); color.rgb = lerp( scarfBaseColor, color.rgb, scarfBaseBlend ); #endif // Detail color shift color.rgb *= 0.5 + detailColor.rgb; // Looks better brighter!!!! color.rgb *= 1.25; //------------------------------------------ // Calculate AO contributions. float bright_irradience = 1.0; float dark_irradience = 1.0; #if defined( AO ) && !defined( DUDE ) && !defined( SCARF ) float3 occPos[ 2 ] = { localDudePos.xyz, remoteDudePos.xyz }; float occRad[ 2 ] = { 0.8, 0.8 }; float occLerp[ 2 ] = { localDudeGlow, remoteDudeGlow }; for( int i = 0; i < 2; i++ ) { HALF3 toDude = (occPos[ i ] - IN.worldPos.xyz) * float3( 1.0, 0.65, 1.0 ); // Stretch occlusion spheres to better approximate a standing man. HALF dudeDist = length( toDude ); bright_irradience += 1.25 * ( 1 / (dudeDist * dudeDist)) * occLerp[ i ]; // Distance-based HALF rd = saturate( occRad[ i ] - dudeDist ) / occRad[ i ]; dark_irradience *= saturate( 1.0 - rd * rd * 1.25 * (1.0 - occLerp[ i ]) ); } #endif //------------------------------------------ // Calculate sand contributions. HALF sideIntensity = 0; HALF shadow = 1; HALF3 duneLitColor = 0; #if defined( SAND ) float2 heightUV = (float2( IN.worldPos.x, IN.worldPos.z ) + heightBiasUv.xy) * heightScaleUv.xy; HALF heightTap = D_SAMPLE_TEXTURE( heightTexture, heightUV ).r; HALF aboveDunes = IN.worldPos.y - (heightBiasY + (float)heightTap); sideIntensity = saturate( 1.25 - 10.0 * aboveDunes ); sideIntensity *= sideIntensity; // Read the sand grain texture. float2 sandUV = 16 * float2( uv.x * uScaleMult, uv.y * vScaleMult ); HALF3 sandNoiseTap = 2.0 * (D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE( noiseSandTex, sandUV ) - 0.5); HALF sandNoise = sandNoiseTap.x; // Use the grain texture to distort the normal based on dirtiness. Nn = normalize( 3.5 * Nn + dirty * sandNoiseTap ); // Load the dune color. const float terrainScale = 0.5; float2 duneUvBias = float2( (1 - 0.5 / 256.0), 0.5 / 512.0 ); float2 duneUvScale = float2( -terrainScale / 256.0, terrainScale / 512 ); float2 duneUv = duneUvBias + duneUvScale * IN.worldPos.xz; //HALF4 duneTap = D_H4_SAMPLE_SRGBTEXTURE( duneTexture, duneUv ); HALF4 duneTap = SAMPLETEX( duneTexture, duneUv, ANISO, WRAP, ON ); // By sampling the shadow map at points determined by the light direction, // we can get a pretty good idea whether or not this pixel should be in shadow. float2 shadowBackPos = IN.worldPos.xz - (Ln * aboveDunes / Ln.y).xz; //HALF4 shadowBackTap = D_H4_SAMPLE_SRGBTEXTURE( duneTexture, duneUvBias + duneUvScale * shadowBackPos ); HALF4 shadowBackTap = SAMPLETEX( duneTexture, duneUvBias + duneUvScale * shadowBackPos, ANISO, WRAP, ON ); float2 shadowFrontPos = IN.worldPos.xz + (Ln * aboveDunes / Ln.y).xz; //HALF4 shadowFrontTap = D_H4_SAMPLE_SRGBTEXTURE( duneTexture, duneUvBias + duneUvScale * shadowFrontPos ); HALF4 shadowFrontTap = SAMPLETEX( duneTexture, duneUvBias + duneUvScale * shadowFrontPos, ANISO, WRAP, ON ); shadow = saturate( 10 * (max( shadowBackTap.a, shadowFrontTap.a ) - (0.04*sandNoise + 0.23) ) ); shadow = max( shadow, saturate( 4.0 * duneTap.a ) ); shadow = max( shadow, saturate( 0.5 * (aboveDunes - duneMaxShadowY) ) ); // Load the pre-lit dune color and velvet. float2 litUV = heightUV; HALF4 litTap = D_H4_SAMPLE_TEXTURE( duneColorTexture, litUV ); HALF3 litColor = 4.0 * litTap.rgb * litTap.rgb; HALF velvDune = litTap.a; HALF velvMesh = saturate( 1.12 - abs( dot( Vn, 4.0 * Nn ) ) ); velvDune *= 0.333 * sandNoise; velvMesh *= 0.333 + 0.333 * sandNoise; HALF3 duneColor = (1.0 + velvMesh) * duneTap.rgb; duneLitColor = (1.0 + velvDune) * litColor; // Add some texture to the dirtiness. dirty *= saturate( 1.3 * detailColor.b * detailColorLow.g ); // Apply sand color to the cloth where it's dirty. color.rgb = lerp( color.rgb, duneColor, (0.5 + 0.2 * frozen) * dirty ); #endif //------------------------------------------ // Lighting // Use the detail texture to perturb the normal very slightly. Nn = normalize( Nn + 0.5 * (detailColor.rgb - 0.5) ); // Calculate diffuse and specular multipliers. HALF diffuse = OrenNayarDiffuse( Ln, Vn, Nn, 0.5 ); HALF subSurface = OrenNayarDiffuse( -Ln, Vn, Nn, 0.5 ); HALF fresnel = IN.fresSsL.x; HALF a = sqrt( 2.0 / 3.14159268 ); HALF schlickSmithShadow = 0.8 * 1.0 / ((diffuse * (1.0 - a) + a) * (dot( Nn, Vn ) * (1.0 - a) + a)); HALF specPow = 0.0; HALF specLight = powsafe( saturate( dot( Nn, Hn ) ), specPow ); HALF _specular = (8.0 + specPow) / 25.0 * fresnel * schlickSmithShadow * specLight * diffuse; // Figure out all the various occlusion terms. HALF3 envOcc = 1.0; HALF3 specEnvOcc = 1.0; HALF3 lightEnvOcc = 1.0; #if defined( DUDE ) || defined( SCARF ) envOcc = 8.0 * D_H3_SAMPLE_TEXTURE_CUBE( envOccCube, Nn ); HALF3 Rn2 = 2.0 * dot( Nn, Vn ) * Nn - Vn; specEnvOcc = 8.0 * D_H3_SAMPLE_TEXTURE_CUBE( envOccCube, Rn2 ); lightEnvOcc = D_H4_SAMPLE_TEXTURE_CUBE( envOccCube, Ln ).a; #endif HALF selfOcclusion = 1.0; #if defined( DUDE ) || defined( SCARF ) selfOcclusion *= maskColor.b; #endif HALF subSurfaceOcc = IN.fresSsL.y; HALF specOcc = 1.0; specOcc *= saturate( 2.0 * (detailColor.r - 0.5) + 0.5 ); specOcc *= saturate( 1.0 + innerSpec + face ); specOcc *= selfOcclusion; HALF3 albedo = color.rgb; // With physically-based lighting, albedo should never go below ~0.04 ... // Direct lighting values HALF3 lightInt = shadow * l_c.rgb; HALF3 specInt = shadow * l_s.rgb; // Ambient diffuse values HALF3 fillColor = D_H3_SAMPLE_TEXTURE_CUBE( sandHiIrrCube, Nn ); // Calculate a rougher ambient specular (basically a velvet) HALF3 Rn = 2.0 * dot( Nn, Vn ) * Nn - Vn; float ambSpecRough = 0.0; HALF ambSpecInt = D_H1_SAMPLE_SRGBTEXTURE( sandSpecLut, float2( dot( Nn, Vn ), ambSpecRough ) ); HALF3 ambSpecColor = D_H3_SAMPLE_SRGBTEXTURE( sandSpecTexture, float2( Rn.y, ambSpecRough ) ); HALF3 ambSpec = 0.1 * ambSpecInt * ambSpecColor; HALF3 result = 0; // Diffuse direct #if defined( DUDE ) || defined( SCARF ) HALF slight = IN.fresSsL.z; result += albedo * lightInt * slight * lightEnvOcc; #else result += albedo * lightInt * lightEnvOcc * diffuse; #endif // Diffuse ambient result += albedo * fillColor * envOcc; // Subsurface HALF ss = saturate( dot( Nn, Vn ) * subSurface ) * dot( l_c.rgb, HALF3(0.3,0.59,0.11) ) * 0.55; HALF3 ssAlbedo = lerp( dot( albedo, float3(0.3,0.59,0.11) ).xxx, albedo, 1.0 + ss ); result += ssAlbedo * (lightInt * subSurfaceOcc * lightEnvOcc * ss * ss); // Specular direct result += specInt * _specular * lightEnvOcc * specOcc; // Specular rim (ambient) result += ambSpec * specEnvOcc * specOcc; // Direct rim result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate( 1.0 - abs( dot( Vn, Ln ) - 0.2 ) ) * ambSpecInt; // Ambient rim result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt; // If sand is attached to the cloth, have it glitter. #if defined( SAND ) HALF3 Nns = normalize( 1.5 * Nn + sandNoiseTap ); HALF sparkle = 2.0 * pow( saturate( 1.0 - abs( dot( Vn, normalize(Nns+0.25*Vn) ) ) ), 8.0 ); result += dirty * sparkle * ambSpecColor * shadow * specOcc; #endif // Fold in AO result *= bright_irradience * dark_irradience; // Fold in sand result = lerp( result, duneLitColor, sideIntensity ); // Super glow! #if defined( DUDE ) || defined( SCARF ) result = lerp( result, HALF3(500, 350, 100) * .3, (HALF)dudeSuperGlow ); #endif // Snap glow! #if defined( DUDE ) || defined( SCARF ) #if defined( DUDE ) HALF rootDist = length( dudeScarfRoot.xyz - IN.worldPos.xyz ); float snapT = 0.333 * rootDist; #else float snapT = IN.uv.y; #endif float snapLevelMin = -0.2f; float snapLevelMax = 0.2f; float snapLevelInput = snapT - dudeSnapLevel + 0.2 * (detailColor.r - 0.5); float snapCham = ChamStep( snapLevelMin, snapLevelMax, snapLevelInput ); #if defined( DUDE ) HALF rootFalloff = saturate( 1.0 - rootDist ); snapCham *= rootFalloff * rootFalloff; #endif snapCham = snapCham * snapCham * snapCham; result = lerp( result, HALF3( 6, 3, 2 ), (HALF)(snapCham * dudeSnapGlow) ); #endif //------------------------------------------ // Sand fade out effect #if defined( DUDE ) || defined( SCARF ) float halfDudeHeight = .40; // @TODO: Replace this with a better effect using cham to the burned portion of the character float alpha = lerp( 1, 0, saturate( 2 * dudeDissolve - ( 1 - saturate( IN.worldPos.y - dudeCenter.y + halfDudeHeight ))) - chamMask); float bottomOfDude = dudeCenter.y - halfDudeHeight; float distFromBottom = (IN.worldPos.y - bottomOfDude); float sandFade = lerp(0, 1, clamp(distFromBottom - (1-dudeDissolve), 0, .10) * 10); #ifdef SCARF // The cape frequently flies far above the top of the dude -- so we'll just use the V value along the cape as our dissolve direction // instead of world space position. sandFade = lerp( 0, 1, clamp(2 * dudeDissolve - (1 - uv.y), 0, 1) ) * 0.7; #endif result.rgb = lerp( result.rgb, duneLitColor, (HALF)sandFade ); //Start sanding in advance of alpha color.a *= ChamStep( 0.80, 0.82, alpha + .1 ); #endif //------------------------------------------ // Write out the color! //result.rgb = Nn; OUT.color = float4( result.rgb, IN.color.a * saturate(5*(color.a-0.5)+0.5) ); //#if defined( DUDE ) || defined( SCARF ) // We normally want to exclude players from their own occlusion, but we can set the exclusion // to be ignored in sand side areas by writing a >2 alpha value. OUT.color.a = OUT.color.a > 0.5 ? 2.0 + sideIntensity : OUT.color.a; //#endif #ifdef PREPASS OUT.color.rgb = 1; // Calculating the actual alpha is quite expensive, so we just use a conservative estimate. OUT.color.a = IN.color.a * SAMPLE_ATLAS( textureAtlasA, aColor1Uv ).a * invisFrom * invisTo > 0.99; #if defined( DUDE ) || defined( SCARF ) OUT.color.a *= 1.0 - saturate( 1024.0 * dudeDissolve ); #endif // Paintings have a more complex alpha, so we just punt on them. #ifdef PAINTING OUT.color.a = 0; #endif #endif #if defined(D_PLATFORM_GXM) OUT.color = max(OUT.color,0.0); #endif #ifdef ALPHATESTENABLE clip(OUT.color.a-0.5f); #endif } // ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef f2f // ===================================================================================================================[TECHNIQUE CODE END]=== #if !defined(D_PLATFORM_GXM) #ifndef __ORBIS__ technique11 Opaque { pass pass0 { SetVertexShader( CompileShader( vs_5_0, Opaque_vs_main() ) ); SetPixelShader( CompileShader( ps_5_0, Opaque_fs_main() ) ); SetBlendState(ourBlendState, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF); SetDepthStencilState(ourDepthStencilState,0); SetRasterizerState(ourRasterState); } } #endif #else technique Opaque { pass pass0 { VertexProgram = compile arbvp1 Opaque_vs_main(); FragmentProgram = compile arbfp1 Opaque_fs_main(); } } #endif D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx50@1ALPHATESTENABLEAODUDEREMOTESANDSKINNING_ENABLED05p2xpp{¦€ Äz€�%p3xpp{¦€ Äz€�%GGGGGGGG€?€?€?€?€?€A€A€? 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<ÿÿÿÿ”.1[Œ^Ãḭ̂qA‡[�*/¿wòÜQ3lpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; ÆZLè­L©ë°Î½é�dP…h&uƒ’æÜ ˆä*åôöª»õZ;6Xe&φ)X9ÈQ¢þäÇA$*ÒlN*öðËVU,Þ“9Îju‚£zõ#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 10 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 542 #line 563 struct PSkinTransforms { float4x4 Mtxs [ 32 ] ; } ; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms ; } float4x4 GenerateBoneMatrix ( uint4 SkinIndices , float4 SkinWeights ) { return SkinTransforms . Mtxs [ SkinIndices [ 0 ] ] * SkinWeights [ 0 ] + SkinTransforms . Mtxs [ SkinIndices [ 1 ] ] * SkinWeights [ 1 ] + SkinTransforms . Mtxs [ SkinIndices [ 2 ] ] * SkinWeights [ 2 ] + SkinTransforms . Mtxs [ SkinIndices [ 3 ] ] * SkinWeights [ 3 ] ; } #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 59 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" float4 eyePositionWS : eyePositionWS ; float4x4 viewprojection : viewprojection ; #line 68 #line 73 #line 80 float4 l_d ; #line 83 float4x4 dudeInvTorso ; #line 91 float4 sandSpheres [ 7 ] ; #line 99 float4 sandInts [ 7 ] ; struct Opaque_vs_a2v { #line 111 float3 SkinnableVertex : POSITION ; float3 SkinnableNormal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 Color : COLOR ; float4 SkinWeights : BLENDWEIGHTS ; #line 123 uint4 SkinIndices : BLENDINDICES ; } ; struct a2v_noSkin #line 131 { #line 135 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; a2v_noSkin ProcessSkInput ( Opaque_vs_a2v skIn ) { float4x4 transformMatrix = GenerateBoneMatrix ( skIn . SkinIndices , skIn . SkinWeights ) ; a2v_noSkin ret ; ret . position . xyz = mul ( float4 ( skIn . SkinnableVertex . xyz , 1 ) , transformMatrix ) . xyz ; #line 156 ret . normal = mul ( skIn . SkinnableNormal , ( float3x3 ) transformMatrix ) ; ret . uv = skIn . uv ; ret . extraF32 = skIn . extraF32 ; ret . extraU8 = skIn . extraU8 ; ret . extra2U8 = skIn . extra2U8 ; ret . color = skIn . Color ; return ret ; } #line 169 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; } ; void Opaque_vs_main ( in Opaque_vs_a2v IN_VAL , #line 189 out Opaque_vs_v2f Opaque_vs_OUT ) { a2v_noSkin Opaque_vs_IN = ProcessSkInput ( IN_VAL ) ; Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , viewprojection ) ; Opaque_vs_OUT . worldPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; Opaque_vs_OUT . normal = normalize ( Opaque_vs_IN . normal ) ; #line 201 Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . eye = float4 ( eyePositionWS . xyz - Opaque_vs_OUT . worldPos . xyz , Opaque_vs_OUT . worldPos . y ) ; #line 206 float3 Ln = normalize ( l_d . xyz ) ; float3 Vn = normalize ( Opaque_vs_OUT . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; float F0 = 0.005 ; float fresnel = lerp ( F0 , 1.0 , pow ( max ( saturate ( 1.0 - dot ( Vn , Hn ) ) , 0.00000000000001 ) , 5.0 ) ) ; Opaque_vs_OUT . fresSsL . x = fresnel ; float ssOcc = 1.0 ; float3 torsoPos = mul ( float4 ( Opaque_vs_OUT . worldPos . xyz , 1.0 ) , dudeInvTorso ) . xyz ; float3 torsoNorm = normalize ( float3 ( 1 , 3 , 3 ) * torsoPos ) ; #line 219 float3 torsoEye = normalize ( mul ( Opaque_vs_OUT . eye . xyz , ( float3x3 ) dudeInvTorso ) ) ; ssOcc = 1.0 - saturate ( dot ( torsoEye , torsoNorm ) ) ; ssOcc *= saturate ( 0.1 - 0.1 * torsoPos . x ) ; ssOcc = max ( ssOcc , saturate ( 0.1 * length ( torsoPos ) - 0.333 ) ) ; ssOcc *= 3.0 ; float3 torsoLight = normalize ( mul ( l_d . xyz , ( float3x3 ) dudeInvTorso ) ) ; float slight = 0.5 * ( 1.0 + sin ( 0.5 * 3.1415926 * dot ( torsoLight , torsoNorm ) ) ) ; Opaque_vs_OUT . fresSsL . z = slight ; #line 236 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 240 float MAX_CHANNELS = 4.0 ; int compressed = ( int ) floor ( 255.1 * Opaque_vs_IN . extraU8 . x ) ; int topBits = compressed / 16 ; int botBits = ( ( int ) floor ( compressed ) % 16 ) ; int invis = ( ( int ) floor ( topBits ) % 4 ) ; int iFrom = invis / 2 ; int iTo = ( ( int ) floor ( invis ) % 2 ) ; int chamDir = topBits / 4 ; int chamDirUp = ( ( int ) floor ( chamDir ) % 2 ) ; int chamDirRight = chamDir / 2 ; int u0 = botBits / 4 ; int u1 = ( ( int ) floor ( botBits ) % 4 ) ; #line 258 float abBlend = Opaque_vs_IN . extraF32 [ 0 ] ; float uvBlend = Opaque_vs_IN . extraF32 [ 1 ] ; float vOffset = Opaque_vs_IN . extraF32 [ 2 ] ; float scarfMeter = Opaque_vs_IN . extraF32 [ 3 ] ; float compressedVals = Opaque_vs_IN . extraU8 [ 0 ] ; float chamEdgeMult = Opaque_vs_IN . extraU8 [ 1 ] ; float vMin = Opaque_vs_IN . extraU8 [ 2 ] ; float vMax = Opaque_vs_IN . extraU8 [ 3 ] ; float uScaleMult = Opaque_vs_IN . extra2U8 [ 0 ] ; float vScaleMult = Opaque_vs_IN . extra2U8 [ 1 ] ; int iextra = ( int ) floor ( 255.1 * Opaque_vs_IN . extra2U8 [ 2 ] ) ; float innerSpec = ( ( int ) floor ( iextra ) % 2 ) ? 1.0 : 0.0 ; float frozen = ( ( int ) floor ( ( iextra / 2 ) ) % 2 ) ? 1.0 : 0.0 ; float dirty = Opaque_vs_IN . extra2U8 [ 3 ] * 2.f ; #line 276 float sand = 0 ; float weight = 0 ; for ( int i = 0 ; i < 7 ; i ++ ) { float3 toSphere = sandSpheres [ i ] . xyz - Opaque_vs_OUT . worldPos . xyz ; float dist = length ( toSphere ) ; float t = dist / sandSpheres [ i ] . w ; float w = saturate ( 1.0 - t * t ) ; weight += w ; sand += w * sandInts [ i ] . x ; } sand /= weight + 0.000001 ; #line 294 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 300 float hueShift = Opaque_vs_IN . color [ 0 ] ; float saturation = Opaque_vs_IN . color [ 1 ] ; float value = Opaque_vs_IN . color [ 2 ] ; float alpha = Opaque_vs_IN . color [ 3 ] ; Opaque_vs_OUT . uv [ 2 ] = ( float ) u0 / MAX_CHANNELS ; Opaque_vs_OUT . uv [ 3 ] = ( float ) u1 / MAX_CHANNELS ; Opaque_vs_OUT . extra = float4 ( abBlend , uvBlend , vOffset , scarfMeter ) ; Opaque_vs_OUT . extra2 = float4 ( vMin , vMax , uScaleMult , vScaleMult ) ; Opaque_vs_OUT . extra3 = float4 ( ( float ) iFrom , ( float ) iTo , ( float ) chamDirUp , ( float ) chamDirRight ) ; Opaque_vs_OUT . extra4 = float4 ( chamEdgeMult , innerSpec , frozen , dirty ) ; Opaque_vs_OUT . color = float4 ( hueShift , saturation , value , alpha ) ; #line 317 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 333 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 337 #line 351 #line 361 #line 364 #line 371 Texture3D < float4 > noise3dTexture ; #line 376 float4 l_c , l_s , l_a ; #line 379 float velvetInt , velvetRatio ; #line 383 float4 localDudePos ; float4 remoteDudePos ; float localDudeGlow ; float remoteDudeGlow ; float4 specular ; float alphaHardness ; Texture2D < float4 > textureAtlasA ; Texture2D < float4 > textureAtlasB ; Texture2D < float4 > textureMask ; Texture2D < float4 > textureDetail ; #line 400 #line 404 #line 408 float inShadow ; #line 411 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 417 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 427 float dudeColdness ; #line 433 float vOffsetGlow ; #line 437 float dudeDecoGlow ; #line 441 TextureCube < float4 > sandHiIrrCube ; Texture2D < float4 > sandSpecTexture ; Texture2D < float4 > sandSpecLut ; Texture2D < float4 > noiseSandTex ; Texture2D < float4 > heightTexture ; float4 heightBiasUv ; float4 heightScaleUv ; float heightBiasY ; Texture2D < float4 > duneTexture ; Texture2D < float4 > duneColorTexture ; float duneMaxShadowY ; #line 457 TextureCube < float4 > envOccCube ; #line 465 float Luminance ( float3 color ) { float3 luminance = float3 ( 0.3 , 0.59 , 0.11 ) ; return dot ( luminance , color ) ; } float3 Saturation ( float3 color , float satLevel ) { float intensity = Luminance ( color ) ; return lerp ( float3 ( intensity , intensity , intensity ) , color , satLevel ) ; } float ClothStep ( float t , float x ) { #line 481 return ( float ) ( x >= t ) ; } float ChamStep ( float min , float max , float input ) { return saturate ( ( input - min ) / ( max - min ) ) ; } float ChamAmount ( float uvValue , float uvCham , float uvMin , float uvMax , float uvMask , float chamStepAmount ) { float uvRange = uvMax - uvMin ; float chamBase = saturate ( ( ( 2 + chamStepAmount ) * uvCham - ( ( uvValue - uvMin ) / uvRange ) ) - uvMask ) ; return ChamStep ( 0.0 , chamStepAmount , chamBase ) ; } #line 499 float OrenNayarDiffuse ( float3 light , float3 view , float3 norm , float roughness ) { float VdotN = dot ( view , norm ) ; float LdotN = dot ( light , norm ) ; float cos_theta_i = LdotN ; float theta_r = acos ( VdotN ) ; float theta_i = acos ( cos_theta_i ) ; float cos_phi_diff = dot ( normalize ( view - norm * VdotN ) , normalize ( light - norm * LdotN ) ) ; float alpha = max ( theta_i , theta_r ) ; float beta = min ( theta_i , theta_r ) ; float sigma2 = roughness * roughness ; float A = 1.0 - 0.5 * sigma2 / ( sigma2 + 0.33 ) ; float B = 0.45 * sigma2 / ( sigma2 + 0.09 ) ; return saturate ( cos_theta_i ) * ( A + ( B * saturate ( cos_phi_diff ) * sin ( alpha ) * tan ( beta ) ) ) ; } #line 522 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 528 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 534 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 542 float ComputeCham ( float2 uv , float uvCham , float vMin , float vMax , float uvMask , float dirUpMult , float dirRightMult , float dirOmniMult , float chamStepAmount ) { float sideUV = uv [ 0 ] ; float upUV = uv [ 1 ] ; sideUV = uv [ 1 ] ; upUV = saturate ( ( uv [ 0 ] - 0.075 ) / ( 0.25 - 0.075 ) ) ; vMin = 0.0 ; vMax = 1.0 ; float chamAmountUp = ChamAmount ( upUV , uvCham , vMin , vMax , uvMask , chamStepAmount ) ; float chamAmountRight = ChamAmount ( sideUV , uvCham , 0 , 0.25 , uvMask , chamStepAmount ) ; float chamAmountAll = ChamAmount ( 0 , uvCham , 0 , 1 , uvMask * 2 , chamStepAmount ) ; return max ( max ( chamAmountUp * dirUpMult , chamAmountRight * dirRightMult ) , chamAmountAll * dirOmniMult ) ; } #line 562 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; bool isFrontFace : SV_IsFrontFace ; #line 579 #line 582 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 592 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 596 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 602 #line 605 float4 color = float4 ( 1 , 1 , 1 , 1 ) ; float abBlend = Opaque_fs_IN . extra [ 0 ] ; float uvBlend = Opaque_fs_IN . extra [ 1 ] ; float vOffset = Opaque_fs_IN . extra [ 2 ] ; float scarfMeter = Opaque_fs_IN . extra [ 3 ] ; float vMin = Opaque_fs_IN . extra2 [ 0 ] ; float vMax = Opaque_fs_IN . extra2 [ 1 ] ; float uScaleMult = Opaque_fs_IN . extra2 [ 2 ] ; float vScaleMult = Opaque_fs_IN . extra2 [ 3 ] ; float invisFrom = Opaque_fs_IN . extra3 [ 0 ] ; float invisTo = Opaque_fs_IN . extra3 [ 1 ] ; float chamDirUp = Opaque_fs_IN . extra3 [ 2 ] ; float chamDirRight = Opaque_fs_IN . extra3 [ 3 ] ; float chamDirOmni = 1 - max ( chamDirUp , chamDirRight ) ; float chamEdgeMult = Opaque_fs_IN . extra4 [ 0 ] ; float innerSpec = Opaque_fs_IN . extra4 [ 1 ] ; float frozen = Opaque_fs_IN . extra4 [ 2 ] ; float dirty = Opaque_fs_IN . extra4 [ 3 ] ; float hue = Opaque_fs_IN . color [ 0 ] ; float saturation = Opaque_fs_IN . color [ 1 ] ; float value = Opaque_fs_IN . color [ 2 ] ; float4 uv = Opaque_fs_IN . uv ; #line 668 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 680 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 694 float3 Ln = normalize ( l_d . xyz ) ; float3 Nn = normalize ( Opaque_fs_IN . normal . xyz * face ) ; float3 Vn = normalize ( Opaque_fs_IN . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; #line 703 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 708 #line 714 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 723 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 729 float2 detUv = Opaque_fs_IN . uv . xy * detUvMult * float2 ( uScaleMult , vScaleMult ) ; float4 detailColor = 0.25 * ( textureDetail . Sample ( LinearWrapSampler , 17.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3 * 17.0 * detUv . yx ) + textureDetail . Sample ( LinearWrapSampler , 237.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3.0 * 237.0 * detUv . yx ) ) ; float4 detailColorLow = 0.5 * ( textureDetail . Sample ( LinearWrapSampler , 0.5 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 1.5 * detUv . yx ) ) ; #line 735 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 740 float noise = noise3dTexture . Sample ( LinearWrapSampler , 0.1 * Opaque_fs_IN . worldPos . xyz ) . xy . r ; Opaque_fs_IN . color . a = ClothStep ( noise , Opaque_fs_IN . color . a ) ; #line 746 uvOffDst = uvBlend == 0.0 ? uvOffSrc : uvOffDst ; uvOffSrc = uvBlend == 1.0 ? uvOffDst : uvOffSrc ; float2 aColor1Uv = uv . xy + uvOffSrc ; float2 aColor2Uv = uv . xy + uvOffDst ; float2 bColor1Uv = uv . xy + uvOffSrc ; float2 bColor2Uv = uv . xy + uvOffDst ; bColor1Uv = abBlend == 0.0 ? 0.0 : bColor1Uv ; bColor2Uv = abBlend == 0.0 ? 0.0 : bColor2Uv ; aColor1Uv = abBlend == 1.0 ? 0.0 : aColor1Uv ; aColor2Uv = abBlend == 1.0 ? 0.0 : aColor2Uv ; #line 758 float4 aColor1 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor1Uv ) , kSRGB ) ; float4 aColor2 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor2Uv ) , kSRGB ) ; float4 bColor1 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor1Uv ) , kSRGB ) ; float4 bColor2 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor2Uv ) , kSRGB ) ; aColor1 . a *= invisFrom ; aColor2 . a *= invisTo ; bColor1 . a *= invisFrom ; bColor2 . a *= invisTo ; #line 773 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 776 #line 782 float stepAmount = GetChamStepAmount ( frozen ) ; float chamMaskAmount = lerp ( chamMask , maskColor . a , frozen ) ; float2 chamVals = uv . xy ; chamVals = float2 ( maskColor . a , maskColor . a ) ; float chamAmount = ComputeCham ( chamVals , uvBlend , vMin , vMax , chamMaskAmount , chamDirUp , chamDirRight , chamDirOmni , stepAmount ) ; #line 802 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 862 float colorDiff = 1.0 ; #line 875 #line 878 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 881 aColor = lerp ( aColor , float4 ( 1 , 1 , 0.5 , aColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; bColor = lerp ( bColor , float4 ( 1 , 1 , 0.5 , bColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; #line 885 #line 888 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 895 #line 899 float glowMask = saturate ( 2.0 * maskColor . g ) ; float eyeMask = saturate ( 2.0 * maskColor . g - 1.0 ) ; color . rgb = lerp ( color . rgb , color . rgb * 15 , saturate ( max ( eyeMask , abBlend * glowMask ) ) * lerp ( 1.0 , 0.0 , frozen * ( 1.0 - chamAmount ) ) ) ; #line 914 #line 924 #line 927 color . rgb *= 0.5 + detailColor . rgb ; #line 930 color . rgb *= 1.25 ; #line 934 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 950 #line 954 float sideIntensity = 0 ; float shadow = 1 ; float3 duneLitColor = 0 ; float2 heightUV = ( float2 ( Opaque_fs_IN . worldPos . x , Opaque_fs_IN . worldPos . z ) + heightBiasUv . xy ) * heightScaleUv . xy ; float heightTap = heightTexture . Sample ( LinearClampSampler , heightUV ) . r ; float aboveDunes = Opaque_fs_IN . worldPos . y - ( heightBiasY + ( float ) heightTap ) ; sideIntensity = saturate ( 1.25 - 10.0 * aboveDunes ) ; sideIntensity *= sideIntensity ; #line 965 float2 sandUV = 16 * float2 ( uv . x * uScaleMult , uv . y * vScaleMult ) ; float3 sandNoiseTap = 2.0 * ( noiseSandTex . Sample ( PointWrapAnisoSampler , sandUV ) . xyz - 0.5 ) ; float sandNoise = sandNoiseTap . x ; Nn = normalize ( 3.5 * Nn + dirty * sandNoiseTap ) ; #line 972 const float terrainScale = 0.5 ; float2 duneUvBias = float2 ( ( 1 - 0.5 / 256.0 ) , 0.5 / 512.0 ) ; float2 duneUvScale = float2 ( - terrainScale / 256.0 , terrainScale / 512 ) ; float2 duneUv = duneUvBias + duneUvScale * Opaque_fs_IN . worldPos . xz ; float4 duneTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUv ) , kSRGB ) ; #line 981 float2 shadowBackPos = Opaque_fs_IN . worldPos . xz - ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowBackTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowBackPos ) , kSRGB ) ; float2 shadowFrontPos = Opaque_fs_IN . worldPos . xz + ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowFrontTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowFrontPos ) , kSRGB ) ; shadow = saturate ( 10 * ( max ( shadowBackTap . a , shadowFrontTap . a ) - ( 0.04 * sandNoise + 0.23 ) ) ) ; shadow = max ( shadow , saturate ( 4.0 * duneTap . a ) ) ; shadow = max ( shadow , saturate ( 0.5 * ( aboveDunes - duneMaxShadowY ) ) ) ; #line 994 float2 litUV = heightUV ; float4 litTap = duneColorTexture . Sample ( LinearClampSampler , litUV ) ; float3 litColor = 4.0 * litTap . rgb * litTap . rgb ; float velvDune = litTap . a ; float velvMesh = saturate ( 1.12 - abs ( dot ( Vn , 4.0 * Nn ) ) ) ; velvDune *= 0.333 * sandNoise ; velvMesh *= 0.333 + 0.333 * sandNoise ; float3 duneColor = ( 1.0 + velvMesh ) * duneTap . rgb ; duneLitColor = ( 1.0 + velvDune ) * litColor ; #line 1006 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1009 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1015 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1018 float diffuse = OrenNayarDiffuse ( Ln , Vn , Nn , 0.5 ) ; float subSurface = OrenNayarDiffuse ( - Ln , Vn , Nn , 0.5 ) ; float fresnel = Opaque_fs_IN . fresSsL . x ; float a = sqrt ( 2.0 / 3.14159268 ) ; float schlickSmithShadow = 0.8 * 1.0 / ( ( diffuse * ( 1.0 - a ) + a ) * ( dot ( Nn , Vn ) * ( 1.0 - a ) + a ) ) ; float specPow = 0.0 ; float specLight = pow ( max ( saturate ( dot ( Nn , Hn ) ) , 0.00000000000001 ) , specPow ) ; float _specular = ( 8.0 + specPow ) / 25.0 * fresnel * schlickSmithShadow * specLight * diffuse ; #line 1029 float3 envOcc = 1.0 ; float3 specEnvOcc = 1.0 ; float3 lightEnvOcc = 1.0 ; envOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; float3 Rn2 = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; specEnvOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Rn2 ) . xyz , 2.2f ) ; lightEnvOcc = float4 ( pow ( envOccCube . Sample ( LinearClampSampler , Ln ) . xyz , 2.2f ) , envOccCube . Sample ( LinearClampSampler , Ln ) . a ) . a ; float selfOcclusion = 1.0 ; selfOcclusion *= maskColor . b ; float subSurfaceOcc = Opaque_fs_IN . fresSsL . y ; float specOcc = 1.0 ; specOcc *= saturate ( 2.0 * ( detailColor . r - 0.5 ) + 0.5 ) ; specOcc *= saturate ( 1.0 + innerSpec + face ) ; specOcc *= selfOcclusion ; float3 albedo = color . rgb ; float3 lightInt = shadow * l_c . rgb ; float3 specInt = shadow * l_s . rgb ; #line 1057 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1060 float3 Rn = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; float ambSpecRough = 0.0 ; float ambSpecInt = pow ( sandSpecLut . Sample ( LinearClampSampler , float2 ( dot ( Nn , Vn ) , ambSpecRough ) ) . x , 2.2f ) ; float3 ambSpecColor = pow ( sandSpecTexture . Sample ( LinearClampSampler , float2 ( Rn . y , ambSpecRough ) ) . xyz , 2.2f ) ; float3 ambSpec = 0.1 * ambSpecInt * ambSpecColor ; float3 result = 0 ; #line 1069 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1074 #line 1077 result += albedo * fillColor * envOcc ; #line 1080 float ss = saturate ( dot ( Nn , Vn ) * subSurface ) * dot ( l_c . rgb , float3 ( 0.3 , 0.59 , 0.11 ) ) * 0.55 ; float3 ssAlbedo = lerp ( dot ( albedo , float3 ( 0.3 , 0.59 , 0.11 ) ) . xxx , albedo , 1.0 + ss ) ; result += ssAlbedo * ( lightInt * subSurfaceOcc * lightEnvOcc * ss * ss ) ; #line 1085 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1090 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1096 float3 Nns = normalize ( 1.5 * Nn + sandNoiseTap ) ; float sparkle = 2.0 * pow ( saturate ( 1.0 - abs ( dot ( Vn , normalize ( Nns + 0.25 * Vn ) ) ) ) , 8.0 ) ; result += dirty * sparkle * ambSpecColor * shadow * specOcc ; #line 1103 result *= bright_irradience * dark_irradience ; #line 1106 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1109 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1114 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1120 float snapLevelMin = - 0.2f ; float snapLevelMax = 0.2f ; float snapLevelInput = snapT - dudeSnapLevel + 0.2 * ( detailColor . r - 0.5 ) ; float snapCham = ChamStep ( snapLevelMin , snapLevelMax , snapLevelInput ) ; float rootFalloff = saturate ( 1.0 - rootDist ) ; snapCham *= rootFalloff * rootFalloff ; snapCham = snapCham * snapCham * snapCham ; result = lerp ( result , float3 ( 6 , 3 , 2 ) , ( float ) ( snapCham * dudeSnapGlow ) ) ; #line 1135 float halfDudeHeight = .40 ; float alpha = lerp ( 1 , 0 , saturate ( 2 * dudeDissolve - ( 1 - saturate ( Opaque_fs_IN . worldPos . y - dudeCenter . y + halfDudeHeight ) ) ) - chamMask ) ; float bottomOfDude = dudeCenter . y - halfDudeHeight ; float distFromBottom = ( Opaque_fs_IN . worldPos . y - bottomOfDude ) ; float sandFade = lerp ( 0 , 1 , clamp ( distFromBottom - ( 1 - dudeDissolve ) , 0 , .10 ) * 10 ) ; #line 1148 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1158 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1163 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1177 #line 1181 clip ( Opaque_fs_OUT . color . a - 0.5f ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 1217 þïþï>}D:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 10 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAâ0€1qÓŠ¾ÊÕ)(â0îÚ{()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1ª=hlslFlags0x4005hlslTargetps_5_0hlslEntryOpaque_fs_mainhlslDefines /DALPHATESTENABLE=1 /DSAND=1 /DDUDE=1 /DSKINNING_ENABLED=1 /DPHYRE_D3DFX=1 /DAO=1 /DREMOTE=16,Wð^ð^¸ Opaque_fs_main2> Opaque_fs_INP¸ð^P¸ð^P¸ð^P ¸ð^ P¸ð^P¸ð^P¸ð^P¸ð^P ¸ð^ 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T0T0T<PT<PT4RTRPNPNPNPNPNPNPNPNPNPNPNP N5$15$15353+)+)/"/-]1]AW][][][][ ¢ ¢ ¢-<¢-<¢B�¢Q|¢Q|¢Q�¢F�¢F�¢B�¢B�¢-‘¢-‘¢"“¢"“¢"ž¢"ž¢ ¢ ¢ ¢ :8:8KGKGfdfdf@Of@Of@Of-Qf-Qf%]f%]f%]f%bf%bfdfdfdfdNLNLNLNL8686868+48686868686868686}[q}ao}ao}[q}[w}Py}Py}5y}{s!?sCUs!q/ +/ +/-/-/-öÔ Þ   ì ç ì ç ì ç ô ô ç ç€ HpœÈäü 8Pt˜¸Ü$Hl�°Ôø<`„¨Èè4@@   @  * @@@@@@@@  @@@@@@ @@@ @  òñ    ¨òñ  ¨òñ     ¨òñ # $ Ê18&| ÿÿÿÿ˜˜ @float4óòñ@ float3óòñæ positionñ color  normalóòñ ,uvóòñ <worldPosñ Leyeòñ \extra lextra2óòñ |extra3óòñ Œextra4óòñ œfresSsLòñ b¨isFrontFaceòñ" ¬Opaque_fs_v2f color"Opaque_fs_f2f @float2óòñ @†°t%øœ½O_ã8 #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 542 #line 563 struct PSkinTransforms { float4x4 Mtxs [ 32 ] ; } ; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms ; } float4x4 GenerateBoneMatrix ( uint4 SkinIndices , float4 SkinWeights ) { return SkinTransforms . Mtxs [ SkinIndices [ 0 ] ] * SkinWeights [ 0 ] + SkinTransforms . Mtxs [ SkinIndices [ 1 ] ] * SkinWeights [ 1 ] + SkinTransforms . Mtxs [ SkinIndices [ 2 ] ] * SkinWeights [ 2 ] + SkinTransforms . Mtxs [ SkinIndices [ 3 ] ] * SkinWeights [ 3 ] ; } #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 59 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" float4 eyePositionWS : eyePositionWS ; float4x4 viewprojection : viewprojection ; #line 68 #line 73 #line 80 float4 l_d ; #line 83 float4x4 dudeInvTorso ; #line 91 float4 sandSpheres [ 7 ] ; #line 99 float4 sandInts [ 7 ] ; struct Opaque_vs_a2v { #line 111 float3 SkinnableVertex : POSITION ; float3 SkinnableNormal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 Color : COLOR ; float4 SkinWeights : BLENDWEIGHTS ; #line 123 uint4 SkinIndices : BLENDINDICES ; } ; struct a2v_noSkin #line 131 { #line 135 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; a2v_noSkin ProcessSkInput ( Opaque_vs_a2v skIn ) { float4x4 transformMatrix = GenerateBoneMatrix ( skIn . SkinIndices , skIn . SkinWeights ) ; a2v_noSkin ret ; ret . position . xyz = mul ( float4 ( skIn . SkinnableVertex . xyz , 1 ) , transformMatrix ) . xyz ; #line 156 ret . normal = mul ( skIn . SkinnableNormal , ( float3x3 ) transformMatrix ) ; ret . uv = skIn . uv ; ret . extraF32 = skIn . extraF32 ; ret . extraU8 = skIn . extraU8 ; ret . extra2U8 = skIn . extra2U8 ; ret . color = skIn . Color ; return ret ; } #line 169 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; } ; void Opaque_vs_main ( in Opaque_vs_a2v IN_VAL , #line 189 out Opaque_vs_v2f Opaque_vs_OUT ) { a2v_noSkin Opaque_vs_IN = ProcessSkInput ( IN_VAL ) ; Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , viewprojection ) ; Opaque_vs_OUT . worldPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; Opaque_vs_OUT . normal = normalize ( Opaque_vs_IN . normal ) ; #line 201 Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . eye = float4 ( eyePositionWS . xyz - Opaque_vs_OUT . worldPos . xyz , Opaque_vs_OUT . worldPos . y ) ; #line 206 float3 Ln = normalize ( l_d . xyz ) ; float3 Vn = normalize ( Opaque_vs_OUT . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; float F0 = 0.005 ; float fresnel = lerp ( F0 , 1.0 , pow ( max ( saturate ( 1.0 - dot ( Vn , Hn ) ) , 0.00000000000001 ) , 5.0 ) ) ; Opaque_vs_OUT . fresSsL . x = fresnel ; float ssOcc = 1.0 ; float3 torsoPos = mul ( float4 ( Opaque_vs_OUT . worldPos . xyz , 1.0 ) , dudeInvTorso ) . xyz ; float3 torsoNorm = normalize ( float3 ( 1 , 3 , 3 ) * torsoPos ) ; #line 219 float3 torsoEye = normalize ( mul ( Opaque_vs_OUT . eye . xyz , ( float3x3 ) dudeInvTorso ) ) ; ssOcc = 1.0 - saturate ( dot ( torsoEye , torsoNorm ) ) ; ssOcc *= saturate ( 0.1 - 0.1 * torsoPos . x ) ; ssOcc = max ( ssOcc , saturate ( 0.1 * length ( torsoPos ) - 0.333 ) ) ; ssOcc *= 3.0 ; float3 torsoLight = normalize ( mul ( l_d . xyz , ( float3x3 ) dudeInvTorso ) ) ; float slight = 0.5 * ( 1.0 + sin ( 0.5 * 3.1415926 * dot ( torsoLight , torsoNorm ) ) ) ; Opaque_vs_OUT . fresSsL . z = slight ; #line 236 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 240 float MAX_CHANNELS = 4.0 ; int compressed = ( int ) floor ( 255.1 * Opaque_vs_IN . extraU8 . x ) ; int topBits = compressed / 16 ; int botBits = ( ( int ) floor ( compressed ) % 16 ) ; int invis = ( ( int ) floor ( topBits ) % 4 ) ; int iFrom = invis / 2 ; int iTo = ( ( int ) floor ( invis ) % 2 ) ; int chamDir = topBits / 4 ; int chamDirUp = ( ( int ) floor ( chamDir ) % 2 ) ; int chamDirRight = chamDir / 2 ; int u0 = botBits / 4 ; int u1 = ( ( int ) floor ( botBits ) % 4 ) ; #line 258 float abBlend = Opaque_vs_IN . extraF32 [ 0 ] ; float uvBlend = Opaque_vs_IN . extraF32 [ 1 ] ; float vOffset = Opaque_vs_IN . extraF32 [ 2 ] ; float scarfMeter = Opaque_vs_IN . extraF32 [ 3 ] ; float compressedVals = Opaque_vs_IN . extraU8 [ 0 ] ; float chamEdgeMult = Opaque_vs_IN . extraU8 [ 1 ] ; float vMin = Opaque_vs_IN . extraU8 [ 2 ] ; float vMax = Opaque_vs_IN . extraU8 [ 3 ] ; float uScaleMult = Opaque_vs_IN . extra2U8 [ 0 ] ; float vScaleMult = Opaque_vs_IN . extra2U8 [ 1 ] ; int iextra = ( int ) floor ( 255.1 * Opaque_vs_IN . extra2U8 [ 2 ] ) ; float innerSpec = ( ( int ) floor ( iextra ) % 2 ) ? 1.0 : 0.0 ; float frozen = ( ( int ) floor ( ( iextra / 2 ) ) % 2 ) ? 1.0 : 0.0 ; float dirty = Opaque_vs_IN . extra2U8 [ 3 ] * 2.f ; #line 276 float sand = 0 ; float weight = 0 ; for ( int i = 0 ; i < 7 ; i ++ ) { float3 toSphere = sandSpheres [ i ] . xyz - Opaque_vs_OUT . worldPos . xyz ; float dist = length ( toSphere ) ; float t = dist / sandSpheres [ i ] . w ; float w = saturate ( 1.0 - t * t ) ; weight += w ; sand += w * sandInts [ i ] . x ; } sand /= weight + 0.000001 ; #line 294 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 300 float hueShift = Opaque_vs_IN . color [ 0 ] ; float saturation = Opaque_vs_IN . color [ 1 ] ; float value = Opaque_vs_IN . color [ 2 ] ; float alpha = Opaque_vs_IN . color [ 3 ] ; Opaque_vs_OUT . uv [ 2 ] = ( float ) u0 / MAX_CHANNELS ; Opaque_vs_OUT . uv [ 3 ] = ( float ) u1 / MAX_CHANNELS ; Opaque_vs_OUT . extra = float4 ( abBlend , uvBlend , vOffset , scarfMeter ) ; Opaque_vs_OUT . extra2 = float4 ( vMin , vMax , uScaleMult , vScaleMult ) ; Opaque_vs_OUT . extra3 = float4 ( ( float ) iFrom , ( float ) iTo , ( float ) chamDirUp , ( float ) chamDirRight ) ; Opaque_vs_OUT . extra4 = float4 ( chamEdgeMult , innerSpec , frozen , dirty ) ; Opaque_vs_OUT . color = float4 ( hueShift , saturation , value , alpha ) ; #line 317 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 333 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 337 #line 351 #line 361 #line 364 #line 371 Texture3D < float4 > noise3dTexture ; #line 376 float4 l_c , l_s , l_a ; #line 379 float velvetInt , velvetRatio ; #line 383 float4 localDudePos ; float4 remoteDudePos ; float localDudeGlow ; float remoteDudeGlow ; float4 specular ; float alphaHardness ; Texture2D < float4 > textureAtlasA ; Texture2D < float4 > textureAtlasB ; Texture2D < float4 > textureMask ; Texture2D < float4 > textureDetail ; #line 400 #line 404 #line 408 float inShadow ; #line 411 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 417 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 427 float dudeColdness ; #line 433 float vOffsetGlow ; #line 437 float dudeDecoGlow ; #line 441 TextureCube < float4 > sandHiIrrCube ; Texture2D < float4 > sandSpecTexture ; Texture2D < float4 > sandSpecLut ; Texture2D < float4 > noiseSandTex ; Texture2D < float4 > heightTexture ; float4 heightBiasUv ; float4 heightScaleUv ; float heightBiasY ; Texture2D < float4 > duneTexture ; Texture2D < float4 > duneColorTexture ; float duneMaxShadowY ; #line 457 TextureCube < float4 > envOccCube ; #line 465 float Luminance ( float3 color ) { float3 luminance = float3 ( 0.3 , 0.59 , 0.11 ) ; return dot ( luminance , color ) ; } float3 Saturation ( float3 color , float satLevel ) { float intensity = Luminance ( color ) ; return lerp ( float3 ( intensity , intensity , intensity ) , color , satLevel ) ; } float ClothStep ( float t , float x ) { #line 481 return ( float ) ( x >= t ) ; } float ChamStep ( float min , float max , float input ) { return saturate ( ( input - min ) / ( max - min ) ) ; } float ChamAmount ( float uvValue , float uvCham , float uvMin , float uvMax , float uvMask , float chamStepAmount ) { float uvRange = uvMax - uvMin ; float chamBase = saturate ( ( ( 2 + chamStepAmount ) * uvCham - ( ( uvValue - uvMin ) / uvRange ) ) - uvMask ) ; return ChamStep ( 0.0 , chamStepAmount , chamBase ) ; } #line 499 float OrenNayarDiffuse ( float3 light , float3 view , float3 norm , float roughness ) { float VdotN = dot ( view , norm ) ; float LdotN = dot ( light , norm ) ; float cos_theta_i = LdotN ; float theta_r = acos ( VdotN ) ; float theta_i = acos ( cos_theta_i ) ; float cos_phi_diff = dot ( normalize ( view - norm * VdotN ) , normalize ( light - norm * LdotN ) ) ; float alpha = max ( theta_i , theta_r ) ; float beta = min ( theta_i , theta_r ) ; float sigma2 = roughness * roughness ; float A = 1.0 - 0.5 * sigma2 / ( sigma2 + 0.33 ) ; float B = 0.45 * sigma2 / ( sigma2 + 0.09 ) ; return saturate ( cos_theta_i ) * ( A + ( B * saturate ( cos_phi_diff ) * sin ( alpha ) * tan ( beta ) ) ) ; } #line 522 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 528 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 534 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 542 float ComputeCham ( float2 uv , float uvCham , float vMin , float vMax , float uvMask , float dirUpMult , float dirRightMult , float dirOmniMult , float chamStepAmount ) { float sideUV = uv [ 0 ] ; float upUV = uv [ 1 ] ; sideUV = uv [ 1 ] ; upUV = saturate ( ( uv [ 0 ] - 0.075 ) / ( 0.25 - 0.075 ) ) ; vMin = 0.0 ; vMax = 1.0 ; float chamAmountUp = ChamAmount ( upUV , uvCham , vMin , vMax , uvMask , chamStepAmount ) ; float chamAmountRight = ChamAmount ( sideUV , uvCham , 0 , 0.25 , uvMask , chamStepAmount ) ; float chamAmountAll = ChamAmount ( 0 , uvCham , 0 , 1 , uvMask * 2 , chamStepAmount ) ; return max ( max ( chamAmountUp * dirUpMult , chamAmountRight * dirRightMult ) , chamAmountAll * dirOmniMult ) ; } #line 562 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; bool isFrontFace : SV_IsFrontFace ; #line 579 #line 582 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 592 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 596 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 602 #line 605 float4 color = float4 ( 1 , 1 , 1 , 1 ) ; float abBlend = Opaque_fs_IN . extra [ 0 ] ; float uvBlend = Opaque_fs_IN . extra [ 1 ] ; float vOffset = Opaque_fs_IN . extra [ 2 ] ; float scarfMeter = Opaque_fs_IN . extra [ 3 ] ; float vMin = Opaque_fs_IN . extra2 [ 0 ] ; float vMax = Opaque_fs_IN . extra2 [ 1 ] ; float uScaleMult = Opaque_fs_IN . extra2 [ 2 ] ; float vScaleMult = Opaque_fs_IN . extra2 [ 3 ] ; float invisFrom = Opaque_fs_IN . extra3 [ 0 ] ; float invisTo = Opaque_fs_IN . extra3 [ 1 ] ; float chamDirUp = Opaque_fs_IN . extra3 [ 2 ] ; float chamDirRight = Opaque_fs_IN . extra3 [ 3 ] ; float chamDirOmni = 1 - max ( chamDirUp , chamDirRight ) ; float chamEdgeMult = Opaque_fs_IN . extra4 [ 0 ] ; float innerSpec = Opaque_fs_IN . extra4 [ 1 ] ; float frozen = Opaque_fs_IN . extra4 [ 2 ] ; float dirty = Opaque_fs_IN . extra4 [ 3 ] ; float hue = Opaque_fs_IN . color [ 0 ] ; float saturation = Opaque_fs_IN . color [ 1 ] ; float value = Opaque_fs_IN . color [ 2 ] ; float4 uv = Opaque_fs_IN . uv ; #line 668 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 680 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 694 float3 Ln = normalize ( l_d . xyz ) ; float3 Nn = normalize ( Opaque_fs_IN . normal . xyz * face ) ; float3 Vn = normalize ( Opaque_fs_IN . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; #line 703 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 708 #line 714 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 723 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 729 float2 detUv = Opaque_fs_IN . uv . xy * detUvMult * float2 ( uScaleMult , vScaleMult ) ; float4 detailColor = 0.25 * ( textureDetail . Sample ( LinearWrapSampler , 17.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3 * 17.0 * detUv . yx ) + textureDetail . Sample ( LinearWrapSampler , 237.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3.0 * 237.0 * detUv . yx ) ) ; float4 detailColorLow = 0.5 * ( textureDetail . Sample ( LinearWrapSampler , 0.5 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 1.5 * detUv . yx ) ) ; #line 735 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 740 float noise = noise3dTexture . Sample ( LinearWrapSampler , 0.1 * Opaque_fs_IN . worldPos . xyz ) . xy . r ; Opaque_fs_IN . color . a = ClothStep ( noise , Opaque_fs_IN . color . a ) ; #line 746 uvOffDst = uvBlend == 0.0 ? uvOffSrc : uvOffDst ; uvOffSrc = uvBlend == 1.0 ? uvOffDst : uvOffSrc ; float2 aColor1Uv = uv . xy + uvOffSrc ; float2 aColor2Uv = uv . xy + uvOffDst ; float2 bColor1Uv = uv . xy + uvOffSrc ; float2 bColor2Uv = uv . xy + uvOffDst ; bColor1Uv = abBlend == 0.0 ? 0.0 : bColor1Uv ; bColor2Uv = abBlend == 0.0 ? 0.0 : bColor2Uv ; aColor1Uv = abBlend == 1.0 ? 0.0 : aColor1Uv ; aColor2Uv = abBlend == 1.0 ? 0.0 : aColor2Uv ; #line 758 float4 aColor1 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor1Uv ) , kSRGB ) ; float4 aColor2 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor2Uv ) , kSRGB ) ; float4 bColor1 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor1Uv ) , kSRGB ) ; float4 bColor2 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor2Uv ) , kSRGB ) ; aColor1 . a *= invisFrom ; aColor2 . a *= invisTo ; bColor1 . a *= invisFrom ; bColor2 . a *= invisTo ; #line 773 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 776 #line 782 float stepAmount = GetChamStepAmount ( frozen ) ; float chamMaskAmount = lerp ( chamMask , maskColor . a , frozen ) ; float2 chamVals = uv . xy ; chamVals = float2 ( maskColor . a , maskColor . a ) ; float chamAmount = ComputeCham ( chamVals , uvBlend , vMin , vMax , chamMaskAmount , chamDirUp , chamDirRight , chamDirOmni , stepAmount ) ; #line 802 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 862 float colorDiff = 1.0 ; #line 875 #line 878 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 881 aColor = lerp ( aColor , float4 ( 1 , 1 , 0.5 , aColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; bColor = lerp ( bColor , float4 ( 1 , 1 , 0.5 , bColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; #line 885 #line 888 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 895 #line 899 float glowMask = saturate ( 2.0 * maskColor . g ) ; float eyeMask = saturate ( 2.0 * maskColor . g - 1.0 ) ; color . rgb = lerp ( color . rgb , color . rgb * 15 , saturate ( max ( eyeMask , abBlend * glowMask ) ) * lerp ( 1.0 , 0.0 , frozen * ( 1.0 - chamAmount ) ) ) ; #line 914 #line 924 #line 927 color . rgb *= 0.5 + detailColor . rgb ; #line 930 color . rgb *= 1.25 ; #line 934 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 950 #line 954 float sideIntensity = 0 ; float shadow = 1 ; float3 duneLitColor = 0 ; float2 heightUV = ( float2 ( Opaque_fs_IN . worldPos . x , Opaque_fs_IN . worldPos . z ) + heightBiasUv . xy ) * heightScaleUv . xy ; float heightTap = heightTexture . Sample ( LinearClampSampler , heightUV ) . r ; float aboveDunes = Opaque_fs_IN . worldPos . y - ( heightBiasY + ( float ) heightTap ) ; sideIntensity = saturate ( 1.25 - 10.0 * aboveDunes ) ; sideIntensity *= sideIntensity ; #line 965 float2 sandUV = 16 * float2 ( uv . x * uScaleMult , uv . y * vScaleMult ) ; float3 sandNoiseTap = 2.0 * ( noiseSandTex . Sample ( PointWrapAnisoSampler , sandUV ) . xyz - 0.5 ) ; float sandNoise = sandNoiseTap . x ; Nn = normalize ( 3.5 * Nn + dirty * sandNoiseTap ) ; #line 972 const float terrainScale = 0.5 ; float2 duneUvBias = float2 ( ( 1 - 0.5 / 256.0 ) , 0.5 / 512.0 ) ; float2 duneUvScale = float2 ( - terrainScale / 256.0 , terrainScale / 512 ) ; float2 duneUv = duneUvBias + duneUvScale * Opaque_fs_IN . worldPos . xz ; float4 duneTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUv ) , kSRGB ) ; #line 981 float2 shadowBackPos = Opaque_fs_IN . worldPos . xz - ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowBackTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowBackPos ) , kSRGB ) ; float2 shadowFrontPos = Opaque_fs_IN . worldPos . xz + ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowFrontTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowFrontPos ) , kSRGB ) ; shadow = saturate ( 10 * ( max ( shadowBackTap . a , shadowFrontTap . a ) - ( 0.04 * sandNoise + 0.23 ) ) ) ; shadow = max ( shadow , saturate ( 4.0 * duneTap . a ) ) ; shadow = max ( shadow , saturate ( 0.5 * ( aboveDunes - duneMaxShadowY ) ) ) ; #line 994 float2 litUV = heightUV ; float4 litTap = duneColorTexture . Sample ( LinearClampSampler , litUV ) ; float3 litColor = 4.0 * litTap . rgb * litTap . rgb ; float velvDune = litTap . a ; float velvMesh = saturate ( 1.12 - abs ( dot ( Vn , 4.0 * Nn ) ) ) ; velvDune *= 0.333 * sandNoise ; velvMesh *= 0.333 + 0.333 * sandNoise ; float3 duneColor = ( 1.0 + velvMesh ) * duneTap . rgb ; duneLitColor = ( 1.0 + velvDune ) * litColor ; #line 1006 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1009 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1015 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1018 float diffuse = OrenNayarDiffuse ( Ln , Vn , Nn , 0.5 ) ; float subSurface = OrenNayarDiffuse ( - Ln , Vn , Nn , 0.5 ) ; float fresnel = Opaque_fs_IN . fresSsL . x ; float a = sqrt ( 2.0 / 3.14159268 ) ; float schlickSmithShadow = 0.8 * 1.0 / ( ( diffuse * ( 1.0 - a ) + a ) * ( dot ( Nn , Vn ) * ( 1.0 - a ) + a ) ) ; float specPow = 0.0 ; float specLight = pow ( max ( saturate ( dot ( Nn , Hn ) ) , 0.00000000000001 ) , specPow ) ; float _specular = ( 8.0 + specPow ) / 25.0 * fresnel * schlickSmithShadow * specLight * diffuse ; #line 1029 float3 envOcc = 1.0 ; float3 specEnvOcc = 1.0 ; float3 lightEnvOcc = 1.0 ; envOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; float3 Rn2 = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; specEnvOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Rn2 ) . xyz , 2.2f ) ; lightEnvOcc = float4 ( pow ( envOccCube . Sample ( LinearClampSampler , Ln ) . xyz , 2.2f ) , envOccCube . Sample ( LinearClampSampler , Ln ) . a ) . a ; float selfOcclusion = 1.0 ; selfOcclusion *= maskColor . b ; float subSurfaceOcc = Opaque_fs_IN . fresSsL . y ; float specOcc = 1.0 ; specOcc *= saturate ( 2.0 * ( detailColor . r - 0.5 ) + 0.5 ) ; specOcc *= saturate ( 1.0 + innerSpec + face ) ; specOcc *= selfOcclusion ; float3 albedo = color . rgb ; float3 lightInt = shadow * l_c . rgb ; float3 specInt = shadow * l_s . rgb ; #line 1057 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1060 float3 Rn = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; float ambSpecRough = 0.0 ; float ambSpecInt = pow ( sandSpecLut . Sample ( LinearClampSampler , float2 ( dot ( Nn , Vn ) , ambSpecRough ) ) . x , 2.2f ) ; float3 ambSpecColor = pow ( sandSpecTexture . Sample ( LinearClampSampler , float2 ( Rn . y , ambSpecRough ) ) . xyz , 2.2f ) ; float3 ambSpec = 0.1 * ambSpecInt * ambSpecColor ; float3 result = 0 ; #line 1069 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1074 #line 1077 result += albedo * fillColor * envOcc ; #line 1080 float ss = saturate ( dot ( Nn , Vn ) * subSurface ) * dot ( l_c . rgb , float3 ( 0.3 , 0.59 , 0.11 ) ) * 0.55 ; float3 ssAlbedo = lerp ( dot ( albedo , float3 ( 0.3 , 0.59 , 0.11 ) ) . xxx , albedo , 1.0 + ss ) ; result += ssAlbedo * ( lightInt * subSurfaceOcc * lightEnvOcc * ss * ss ) ; #line 1085 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1090 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1096 float3 Nns = normalize ( 1.5 * Nn + sandNoiseTap ) ; float sparkle = 2.0 * pow ( saturate ( 1.0 - abs ( dot ( Vn , normalize ( Nns + 0.25 * Vn ) ) ) ) , 8.0 ) ; result += dirty * sparkle * ambSpecColor * shadow * specOcc ; #line 1103 result *= bright_irradience * dark_irradience ; #line 1106 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1109 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1114 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1120 float snapLevelMin = - 0.2f ; float snapLevelMax = 0.2f ; float snapLevelInput = snapT - dudeSnapLevel + 0.2 * ( detailColor . r - 0.5 ) ; float snapCham = ChamStep ( snapLevelMin , snapLevelMax , snapLevelInput ) ; float rootFalloff = saturate ( 1.0 - rootDist ) ; snapCham *= rootFalloff * rootFalloff ; snapCham = snapCham * snapCham * snapCham ; result = lerp ( result , float3 ( 6 , 3 , 2 ) , ( float ) ( snapCham * dudeSnapGlow ) ) ; #line 1135 float halfDudeHeight = .40 ; float alpha = lerp ( 1 , 0 , saturate ( 2 * dudeDissolve - ( 1 - saturate ( Opaque_fs_IN . worldPos . y - dudeCenter . y + halfDudeHeight ) ) ) - chamMask ) ; float bottomOfDude = dudeCenter . y - halfDudeHeight ; float distFromBottom = ( Opaque_fs_IN . worldPos . y - bottomOfDude ) ; float sandFade = lerp ( 0 , 1 , clamp ( distFromBottom - ( 1 - dudeDissolve ) , 0 , .10 ) * 10 ) ; #line 1148 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1158 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1163 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1177 #line 1181 clip ( Opaque_fs_OUT . color . a - 0.5f ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( 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<ÿÿÿÿ”.1[Œ^ô¦êÎÉC�AŠW@1 €2ÜQ3lpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; LèuƒÆZ©èc þ‡V§ÿxžP…dÀŸë�˜ÒZ…ögŸ© 8öëüA§©ÁË2í¸¬åd¹Œ�X!8™#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 10 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 542 #line 563 struct PSkinTransforms { float4x4 Mtxs [ 32 ] ; } ; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms ; } float4x4 GenerateBoneMatrix ( uint4 SkinIndices , float4 SkinWeights ) { return SkinTransforms . Mtxs [ SkinIndices [ 0 ] ] * SkinWeights [ 0 ] + SkinTransforms . Mtxs [ SkinIndices [ 1 ] ] * SkinWeights [ 1 ] + SkinTransforms . Mtxs [ SkinIndices [ 2 ] ] * SkinWeights [ 2 ] + SkinTransforms . Mtxs [ SkinIndices [ 3 ] ] * SkinWeights [ 3 ] ; } #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 59 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" float4 eyePositionWS : eyePositionWS ; float4x4 viewprojection : viewprojection ; #line 68 #line 73 #line 80 float4 l_d ; #line 83 float4x4 dudeInvTorso ; #line 91 float4 sandSpheres [ 7 ] ; #line 99 float4 sandInts [ 7 ] ; struct Opaque_vs_a2v { #line 111 float3 SkinnableVertex : POSITION ; float3 SkinnableNormal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 Color : COLOR ; float4 SkinWeights : BLENDWEIGHTS ; #line 123 uint4 SkinIndices : BLENDINDICES ; } ; struct a2v_noSkin #line 131 { #line 135 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; a2v_noSkin ProcessSkInput ( Opaque_vs_a2v skIn ) { float4x4 transformMatrix = GenerateBoneMatrix ( skIn . SkinIndices , skIn . SkinWeights ) ; a2v_noSkin ret ; ret . position . xyz = mul ( float4 ( skIn . SkinnableVertex . xyz , 1 ) , transformMatrix ) . xyz ; #line 156 ret . normal = mul ( skIn . SkinnableNormal , ( float3x3 ) transformMatrix ) ; ret . uv = skIn . uv ; ret . extraF32 = skIn . extraF32 ; ret . extraU8 = skIn . extraU8 ; ret . extra2U8 = skIn . extra2U8 ; ret . color = skIn . Color ; return ret ; } #line 169 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; } ; void Opaque_vs_main ( in Opaque_vs_a2v IN_VAL , #line 189 out Opaque_vs_v2f Opaque_vs_OUT ) { a2v_noSkin Opaque_vs_IN = ProcessSkInput ( IN_VAL ) ; Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , viewprojection ) ; Opaque_vs_OUT . worldPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; Opaque_vs_OUT . normal = normalize ( Opaque_vs_IN . normal ) ; #line 201 Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . eye = float4 ( eyePositionWS . xyz - Opaque_vs_OUT . worldPos . xyz , Opaque_vs_OUT . worldPos . y ) ; #line 206 float3 Ln = normalize ( l_d . xyz ) ; float3 Vn = normalize ( Opaque_vs_OUT . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; float F0 = 0.005 ; float fresnel = lerp ( F0 , 1.0 , pow ( max ( saturate ( 1.0 - dot ( Vn , Hn ) ) , 0.00000000000001 ) , 5.0 ) ) ; Opaque_vs_OUT . fresSsL . x = fresnel ; float ssOcc = 1.0 ; float3 torsoPos = mul ( float4 ( Opaque_vs_OUT . worldPos . xyz , 1.0 ) , dudeInvTorso ) . xyz ; float3 torsoNorm = normalize ( float3 ( 1 , 3 , 3 ) * torsoPos ) ; #line 219 float3 torsoEye = normalize ( mul ( Opaque_vs_OUT . eye . xyz , ( float3x3 ) dudeInvTorso ) ) ; ssOcc = 1.0 - saturate ( dot ( torsoEye , torsoNorm ) ) ; ssOcc *= saturate ( 0.1 - 0.1 * torsoPos . x ) ; ssOcc = max ( ssOcc , saturate ( 0.1 * length ( torsoPos ) - 0.333 ) ) ; ssOcc *= 3.0 ; float3 torsoLight = normalize ( mul ( l_d . xyz , ( float3x3 ) dudeInvTorso ) ) ; float slight = 0.5 * ( 1.0 + sin ( 0.5 * 3.1415926 * dot ( torsoLight , torsoNorm ) ) ) ; Opaque_vs_OUT . fresSsL . z = slight ; #line 236 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 240 float MAX_CHANNELS = 4.0 ; int compressed = ( int ) floor ( 255.1 * Opaque_vs_IN . extraU8 . x ) ; int topBits = compressed / 16 ; int botBits = ( ( int ) floor ( compressed ) % 16 ) ; int invis = ( ( int ) floor ( topBits ) % 4 ) ; int iFrom = invis / 2 ; int iTo = ( ( int ) floor ( invis ) % 2 ) ; int chamDir = topBits / 4 ; int chamDirUp = ( ( int ) floor ( chamDir ) % 2 ) ; int chamDirRight = chamDir / 2 ; int u0 = botBits / 4 ; int u1 = ( ( int ) floor ( botBits ) % 4 ) ; #line 258 float abBlend = Opaque_vs_IN . extraF32 [ 0 ] ; float uvBlend = Opaque_vs_IN . extraF32 [ 1 ] ; float vOffset = Opaque_vs_IN . extraF32 [ 2 ] ; float scarfMeter = Opaque_vs_IN . extraF32 [ 3 ] ; float compressedVals = Opaque_vs_IN . extraU8 [ 0 ] ; float chamEdgeMult = Opaque_vs_IN . extraU8 [ 1 ] ; float vMin = Opaque_vs_IN . extraU8 [ 2 ] ; float vMax = Opaque_vs_IN . extraU8 [ 3 ] ; float uScaleMult = Opaque_vs_IN . extra2U8 [ 0 ] ; float vScaleMult = Opaque_vs_IN . extra2U8 [ 1 ] ; int iextra = ( int ) floor ( 255.1 * Opaque_vs_IN . extra2U8 [ 2 ] ) ; float innerSpec = ( ( int ) floor ( iextra ) % 2 ) ? 1.0 : 0.0 ; float frozen = ( ( int ) floor ( ( iextra / 2 ) ) % 2 ) ? 1.0 : 0.0 ; float dirty = Opaque_vs_IN . extra2U8 [ 3 ] * 2.f ; #line 276 float sand = 0 ; float weight = 0 ; for ( int i = 0 ; i < 7 ; i ++ ) { float3 toSphere = sandSpheres [ i ] . xyz - Opaque_vs_OUT . worldPos . xyz ; float dist = length ( toSphere ) ; float t = dist / sandSpheres [ i ] . w ; float w = saturate ( 1.0 - t * t ) ; weight += w ; sand += w * sandInts [ i ] . x ; } sand /= weight + 0.000001 ; #line 294 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 300 float hueShift = Opaque_vs_IN . color [ 0 ] ; float saturation = Opaque_vs_IN . color [ 1 ] ; float value = Opaque_vs_IN . color [ 2 ] ; float alpha = Opaque_vs_IN . color [ 3 ] ; Opaque_vs_OUT . uv [ 2 ] = ( float ) u0 / MAX_CHANNELS ; Opaque_vs_OUT . uv [ 3 ] = ( float ) u1 / MAX_CHANNELS ; Opaque_vs_OUT . extra = float4 ( abBlend , uvBlend , vOffset , scarfMeter ) ; Opaque_vs_OUT . extra2 = float4 ( vMin , vMax , uScaleMult , vScaleMult ) ; Opaque_vs_OUT . extra3 = float4 ( ( float ) iFrom , ( float ) iTo , ( float ) chamDirUp , ( float ) chamDirRight ) ; Opaque_vs_OUT . extra4 = float4 ( chamEdgeMult , innerSpec , frozen , dirty ) ; Opaque_vs_OUT . color = float4 ( hueShift , saturation , value , alpha ) ; #line 317 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 333 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 337 #line 351 #line 361 #line 364 #line 371 Texture3D < float4 > noise3dTexture ; #line 376 float4 l_c , l_s , l_a ; #line 379 float velvetInt , velvetRatio ; #line 383 float4 localDudePos ; float4 remoteDudePos ; float localDudeGlow ; float remoteDudeGlow ; float4 specular ; float alphaHardness ; Texture2D < float4 > textureAtlasA ; Texture2D < float4 > textureAtlasB ; Texture2D < float4 > textureMask ; Texture2D < float4 > textureDetail ; #line 400 #line 404 #line 408 float inShadow ; #line 411 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 417 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 427 float dudeColdness ; #line 433 float vOffsetGlow ; #line 437 float dudeDecoGlow ; #line 441 TextureCube < float4 > sandHiIrrCube ; Texture2D < float4 > sandSpecTexture ; Texture2D < float4 > sandSpecLut ; Texture2D < float4 > noiseSandTex ; Texture2D < float4 > heightTexture ; float4 heightBiasUv ; float4 heightScaleUv ; float heightBiasY ; Texture2D < float4 > duneTexture ; Texture2D < float4 > duneColorTexture ; float duneMaxShadowY ; #line 457 TextureCube < float4 > envOccCube ; #line 465 float Luminance ( float3 color ) { float3 luminance = float3 ( 0.3 , 0.59 , 0.11 ) ; return dot ( luminance , color ) ; } float3 Saturation ( float3 color , float satLevel ) { float intensity = Luminance ( color ) ; return lerp ( float3 ( intensity , intensity , intensity ) , color , satLevel ) ; } float ClothStep ( float t , float x ) { #line 481 return ( float ) ( x >= t ) ; } float ChamStep ( float min , float max , float input ) { return saturate ( ( input - min ) / ( max - min ) ) ; } float ChamAmount ( float uvValue , float uvCham , float uvMin , float uvMax , float uvMask , float chamStepAmount ) { float uvRange = uvMax - uvMin ; float chamBase = saturate ( ( ( 2 + chamStepAmount ) * uvCham - ( ( uvValue - uvMin ) / uvRange ) ) - uvMask ) ; return ChamStep ( 0.0 , chamStepAmount , chamBase ) ; } #line 499 float OrenNayarDiffuse ( float3 light , float3 view , float3 norm , float roughness ) { float VdotN = dot ( view , norm ) ; float LdotN = dot ( light , norm ) ; float cos_theta_i = LdotN ; float theta_r = acos ( VdotN ) ; float theta_i = acos ( cos_theta_i ) ; float cos_phi_diff = dot ( normalize ( view - norm * VdotN ) , normalize ( light - norm * LdotN ) ) ; float alpha = max ( theta_i , theta_r ) ; float beta = min ( theta_i , theta_r ) ; float sigma2 = roughness * roughness ; float A = 1.0 - 0.5 * sigma2 / ( sigma2 + 0.33 ) ; float B = 0.45 * sigma2 / ( sigma2 + 0.09 ) ; return saturate ( cos_theta_i ) * ( A + ( B * saturate ( cos_phi_diff ) * sin ( alpha ) * tan ( beta ) ) ) ; } #line 522 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 528 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 534 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 542 float ComputeCham ( float2 uv , float uvCham , float vMin , float vMax , float uvMask , float dirUpMult , float dirRightMult , float dirOmniMult , float chamStepAmount ) { float sideUV = uv [ 0 ] ; float upUV = uv [ 1 ] ; sideUV = uv [ 1 ] ; upUV = saturate ( ( uv [ 0 ] - 0.075 ) / ( 0.25 - 0.075 ) ) ; vMin = 0.0 ; vMax = 1.0 ; float chamAmountUp = ChamAmount ( upUV , uvCham , vMin , vMax , uvMask , chamStepAmount ) ; float chamAmountRight = ChamAmount ( sideUV , uvCham , 0 , 0.25 , uvMask , chamStepAmount ) ; float chamAmountAll = ChamAmount ( 0 , uvCham , 0 , 1 , uvMask * 2 , chamStepAmount ) ; return max ( max ( chamAmountUp * dirUpMult , chamAmountRight * dirRightMult ) , chamAmountAll * dirOmniMult ) ; } #line 562 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; bool isFrontFace : SV_IsFrontFace ; #line 579 #line 582 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 592 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 596 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 602 #line 605 float4 color = float4 ( 1 , 1 , 1 , 1 ) ; float abBlend = Opaque_fs_IN . extra [ 0 ] ; float uvBlend = Opaque_fs_IN . extra [ 1 ] ; float vOffset = Opaque_fs_IN . extra [ 2 ] ; float scarfMeter = Opaque_fs_IN . extra [ 3 ] ; float vMin = Opaque_fs_IN . extra2 [ 0 ] ; float vMax = Opaque_fs_IN . extra2 [ 1 ] ; float uScaleMult = Opaque_fs_IN . extra2 [ 2 ] ; float vScaleMult = Opaque_fs_IN . extra2 [ 3 ] ; float invisFrom = Opaque_fs_IN . extra3 [ 0 ] ; float invisTo = Opaque_fs_IN . extra3 [ 1 ] ; float chamDirUp = Opaque_fs_IN . extra3 [ 2 ] ; float chamDirRight = Opaque_fs_IN . extra3 [ 3 ] ; float chamDirOmni = 1 - max ( chamDirUp , chamDirRight ) ; float chamEdgeMult = Opaque_fs_IN . extra4 [ 0 ] ; float innerSpec = Opaque_fs_IN . extra4 [ 1 ] ; float frozen = Opaque_fs_IN . extra4 [ 2 ] ; float dirty = Opaque_fs_IN . extra4 [ 3 ] ; float hue = Opaque_fs_IN . color [ 0 ] ; float saturation = Opaque_fs_IN . color [ 1 ] ; float value = Opaque_fs_IN . color [ 2 ] ; float4 uv = Opaque_fs_IN . uv ; #line 668 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 680 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 694 float3 Ln = normalize ( l_d . xyz ) ; float3 Nn = normalize ( Opaque_fs_IN . normal . xyz * face ) ; float3 Vn = normalize ( Opaque_fs_IN . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; #line 703 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 708 #line 714 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 723 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 729 float2 detUv = Opaque_fs_IN . uv . xy * detUvMult * float2 ( uScaleMult , vScaleMult ) ; float4 detailColor = 0.25 * ( textureDetail . Sample ( LinearWrapSampler , 17.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3 * 17.0 * detUv . yx ) + textureDetail . Sample ( LinearWrapSampler , 237.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3.0 * 237.0 * detUv . yx ) ) ; float4 detailColorLow = 0.5 * ( textureDetail . Sample ( LinearWrapSampler , 0.5 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 1.5 * detUv . yx ) ) ; #line 735 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 740 float noise = noise3dTexture . Sample ( LinearWrapSampler , 0.1 * Opaque_fs_IN . worldPos . xyz ) . xy . r ; Opaque_fs_IN . color . a = ClothStep ( noise , Opaque_fs_IN . color . a ) ; #line 746 uvOffDst = uvBlend == 0.0 ? uvOffSrc : uvOffDst ; uvOffSrc = uvBlend == 1.0 ? uvOffDst : uvOffSrc ; float2 aColor1Uv = uv . xy + uvOffSrc ; float2 aColor2Uv = uv . xy + uvOffDst ; float2 bColor1Uv = uv . xy + uvOffSrc ; float2 bColor2Uv = uv . xy + uvOffDst ; bColor1Uv = abBlend == 0.0 ? 0.0 : bColor1Uv ; bColor2Uv = abBlend == 0.0 ? 0.0 : bColor2Uv ; aColor1Uv = abBlend == 1.0 ? 0.0 : aColor1Uv ; aColor2Uv = abBlend == 1.0 ? 0.0 : aColor2Uv ; #line 758 float4 aColor1 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor1Uv ) , kSRGB ) ; float4 aColor2 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor2Uv ) , kSRGB ) ; float4 bColor1 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor1Uv ) , kSRGB ) ; float4 bColor2 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor2Uv ) , kSRGB ) ; aColor1 . a *= invisFrom ; aColor2 . a *= invisTo ; bColor1 . a *= invisFrom ; bColor2 . a *= invisTo ; #line 773 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 776 #line 782 float stepAmount = GetChamStepAmount ( frozen ) ; float chamMaskAmount = lerp ( chamMask , maskColor . a , frozen ) ; float2 chamVals = uv . xy ; chamVals = float2 ( maskColor . a , maskColor . a ) ; float chamAmount = ComputeCham ( chamVals , uvBlend , vMin , vMax , chamMaskAmount , chamDirUp , chamDirRight , chamDirOmni , stepAmount ) ; #line 802 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 862 float colorDiff = 1.0 ; #line 875 #line 878 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 881 aColor = lerp ( aColor , float4 ( 1 , 1 , 0.5 , aColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; bColor = lerp ( bColor , float4 ( 1 , 1 , 0.5 , bColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; #line 885 #line 888 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 895 #line 899 float glowMask = saturate ( 2.0 * maskColor . g ) ; float eyeMask = saturate ( 2.0 * maskColor . g - 1.0 ) ; color . rgb = lerp ( color . rgb , color . rgb * 15 , saturate ( max ( eyeMask , abBlend * glowMask ) ) * lerp ( 1.0 , 0.0 , frozen * ( 1.0 - chamAmount ) ) ) ; #line 914 #line 924 #line 927 color . rgb *= 0.5 + detailColor . rgb ; #line 930 color . rgb *= 1.25 ; #line 934 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 950 #line 954 float sideIntensity = 0 ; float shadow = 1 ; float3 duneLitColor = 0 ; float2 heightUV = ( float2 ( Opaque_fs_IN . worldPos . x , Opaque_fs_IN . worldPos . z ) + heightBiasUv . xy ) * heightScaleUv . xy ; float heightTap = heightTexture . Sample ( LinearClampSampler , heightUV ) . r ; float aboveDunes = Opaque_fs_IN . worldPos . y - ( heightBiasY + ( float ) heightTap ) ; sideIntensity = saturate ( 1.25 - 10.0 * aboveDunes ) ; sideIntensity *= sideIntensity ; #line 965 float2 sandUV = 16 * float2 ( uv . x * uScaleMult , uv . y * vScaleMult ) ; float3 sandNoiseTap = 2.0 * ( noiseSandTex . Sample ( PointWrapAnisoSampler , sandUV ) . xyz - 0.5 ) ; float sandNoise = sandNoiseTap . x ; Nn = normalize ( 3.5 * Nn + dirty * sandNoiseTap ) ; #line 972 const float terrainScale = 0.5 ; float2 duneUvBias = float2 ( ( 1 - 0.5 / 256.0 ) , 0.5 / 512.0 ) ; float2 duneUvScale = float2 ( - terrainScale / 256.0 , terrainScale / 512 ) ; float2 duneUv = duneUvBias + duneUvScale * Opaque_fs_IN . worldPos . xz ; float4 duneTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUv ) , kSRGB ) ; #line 981 float2 shadowBackPos = Opaque_fs_IN . worldPos . xz - ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowBackTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowBackPos ) , kSRGB ) ; float2 shadowFrontPos = Opaque_fs_IN . worldPos . xz + ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowFrontTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowFrontPos ) , kSRGB ) ; shadow = saturate ( 10 * ( max ( shadowBackTap . a , shadowFrontTap . a ) - ( 0.04 * sandNoise + 0.23 ) ) ) ; shadow = max ( shadow , saturate ( 4.0 * duneTap . a ) ) ; shadow = max ( shadow , saturate ( 0.5 * ( aboveDunes - duneMaxShadowY ) ) ) ; #line 994 float2 litUV = heightUV ; float4 litTap = duneColorTexture . Sample ( LinearClampSampler , litUV ) ; float3 litColor = 4.0 * litTap . rgb * litTap . rgb ; float velvDune = litTap . a ; float velvMesh = saturate ( 1.12 - abs ( dot ( Vn , 4.0 * Nn ) ) ) ; velvDune *= 0.333 * sandNoise ; velvMesh *= 0.333 + 0.333 * sandNoise ; float3 duneColor = ( 1.0 + velvMesh ) * duneTap . rgb ; duneLitColor = ( 1.0 + velvDune ) * litColor ; #line 1006 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1009 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1015 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1018 float diffuse = OrenNayarDiffuse ( Ln , Vn , Nn , 0.5 ) ; float subSurface = OrenNayarDiffuse ( - Ln , Vn , Nn , 0.5 ) ; float fresnel = Opaque_fs_IN . fresSsL . x ; float a = sqrt ( 2.0 / 3.14159268 ) ; float schlickSmithShadow = 0.8 * 1.0 / ( ( diffuse * ( 1.0 - a ) + a ) * ( dot ( Nn , Vn ) * ( 1.0 - a ) + a ) ) ; float specPow = 0.0 ; float specLight = pow ( max ( saturate ( dot ( Nn , Hn ) ) , 0.00000000000001 ) , specPow ) ; float _specular = ( 8.0 + specPow ) / 25.0 * fresnel * schlickSmithShadow * specLight * diffuse ; #line 1029 float3 envOcc = 1.0 ; float3 specEnvOcc = 1.0 ; float3 lightEnvOcc = 1.0 ; envOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; float3 Rn2 = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; specEnvOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Rn2 ) . xyz , 2.2f ) ; lightEnvOcc = float4 ( pow ( envOccCube . Sample ( LinearClampSampler , Ln ) . xyz , 2.2f ) , envOccCube . Sample ( LinearClampSampler , Ln ) . a ) . a ; float selfOcclusion = 1.0 ; selfOcclusion *= maskColor . b ; float subSurfaceOcc = Opaque_fs_IN . fresSsL . y ; float specOcc = 1.0 ; specOcc *= saturate ( 2.0 * ( detailColor . r - 0.5 ) + 0.5 ) ; specOcc *= saturate ( 1.0 + innerSpec + face ) ; specOcc *= selfOcclusion ; float3 albedo = color . rgb ; float3 lightInt = shadow * l_c . rgb ; float3 specInt = shadow * l_s . rgb ; #line 1057 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1060 float3 Rn = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; float ambSpecRough = 0.0 ; float ambSpecInt = pow ( sandSpecLut . Sample ( LinearClampSampler , float2 ( dot ( Nn , Vn ) , ambSpecRough ) ) . x , 2.2f ) ; float3 ambSpecColor = pow ( sandSpecTexture . Sample ( LinearClampSampler , float2 ( Rn . y , ambSpecRough ) ) . xyz , 2.2f ) ; float3 ambSpec = 0.1 * ambSpecInt * ambSpecColor ; float3 result = 0 ; #line 1069 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1074 #line 1077 result += albedo * fillColor * envOcc ; #line 1080 float ss = saturate ( dot ( Nn , Vn ) * subSurface ) * dot ( l_c . rgb , float3 ( 0.3 , 0.59 , 0.11 ) ) * 0.55 ; float3 ssAlbedo = lerp ( dot ( albedo , float3 ( 0.3 , 0.59 , 0.11 ) ) . xxx , albedo , 1.0 + ss ) ; result += ssAlbedo * ( lightInt * subSurfaceOcc * lightEnvOcc * ss * ss ) ; #line 1085 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1090 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1096 float3 Nns = normalize ( 1.5 * Nn + sandNoiseTap ) ; float sparkle = 2.0 * pow ( saturate ( 1.0 - abs ( dot ( Vn , normalize ( Nns + 0.25 * Vn ) ) ) ) , 8.0 ) ; result += dirty * sparkle * ambSpecColor * shadow * specOcc ; #line 1103 result *= bright_irradience * dark_irradience ; #line 1106 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1109 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1114 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1120 float snapLevelMin = - 0.2f ; float snapLevelMax = 0.2f ; float snapLevelInput = snapT - dudeSnapLevel + 0.2 * ( detailColor . r - 0.5 ) ; float snapCham = ChamStep ( snapLevelMin , snapLevelMax , snapLevelInput ) ; float rootFalloff = saturate ( 1.0 - rootDist ) ; snapCham *= rootFalloff * rootFalloff ; snapCham = snapCham * snapCham * snapCham ; result = lerp ( result , float3 ( 6 , 3 , 2 ) , ( float ) ( snapCham * dudeSnapGlow ) ) ; #line 1135 float halfDudeHeight = .40 ; float alpha = lerp ( 1 , 0 , saturate ( 2 * dudeDissolve - ( 1 - saturate ( Opaque_fs_IN . worldPos . y - dudeCenter . y + halfDudeHeight ) ) ) - chamMask ) ; float bottomOfDude = dudeCenter . y - halfDudeHeight ; float distFromBottom = ( Opaque_fs_IN . worldPos . y - bottomOfDude ) ; float sandFade = lerp ( 0 , 1 , clamp ( distFromBottom - ( 1 - dudeDissolve ) , 0 , .10 ) * 10 ) ; #line 1148 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1158 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1163 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1177 #line 1181 clip ( Opaque_fs_OUT . color . a - 0.5f ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 1217 þïþï>}D:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 10 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAâ0€+÷ËŠ¾ÊÕ)(â0îÚ{()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1ª=hlslFlags0x4005hlslTargetvs_5_0hlslEntryOpaque_vs_mainhlslDefines /DALPHATESTENABLE=1 /DSAND=1 /DDUDE=1 /DSKINNING_ENABLED=1 /DPHYRE_D3DFX=1 /DAO=1 /DREMOTE=16øP%P% ( Opaque_vs_main.> IN_VALP(P%P(P%P(P%P (P%P(P%P(P%P(P% P(P%$P (P%0P$(P%4P((P%8P,(P%<P0(P%@P4(P%DP8(P%HP<(P%LP@(P%PPD(P%TPH(P%XPL(P%\PP(P%`PT(P%dPX(P%hP\(P%lP`(P%pPd(P%tPh(P%xPl(P%|Pp(P%€Pt(P%„Px(P%ˆP|(P%Œ6> Opaque_vs_OUTPœ(P% P (P%¤P¤(P%¨PŒ(P%�P�(P%”P”(P%˜P˜(P%œP|(P%€P€(P%„P„(P%ˆPˆ(P%ŒPl(P%pPp(P%tPt(P%xPx(P%|P\(P%`P`(P%dPd(P%hPh(P%lPL(P%PPP(P%TPT(P%XPX(P%\P<(P%@P@(P%DPD(P%HPH(P%LP,(P%0P0(P%4P4(P%8P8(P%<P (P% P$(P%$P((P%(P(P%P(P%P(P%P(P%P(P%P(P%P(P%P (P% P<4,`P@4,dPD4,hPL̨PP̨PT̨2> Opaque_vs_INPP( `PP( dPP( hP dHPdHPdHPx  Px $P0xÐ(*>LnP8hP8hP8h*>VnP„¸ P„¸$P„¸,*>HnPì0PìÌPì0*>@F0P ” .>@fresnelP” à .>@ssOccPØ   .>torsoPosPÜ ¼Pü àP ¸2>torsoNormP¤  P¤ T$P¤ ô ,.>torsoEyePP °0PP ¸4PP Ì82>torsoLightP P P 0.>@slightP¨X2>@MAX_CHANNELSPä” 2>tcompressedP(,.>ttopBitsP@ .>tbotBitsPx.>tinvisP°,.>tiFromPȰ*>tiToPx.>tchamDirP˜2>tchamDirUpPP( 2>tchamDirRightPh *>tu0P€ð $*>tu1P¸è.>@abBlendP̬ (.>@uvBlendPà˜ ,.>@vOffsetPô„ 02>@scarfMeterPp 42>@chamEdgeMultP\ 8*>@vMinP0H <*>@vMaxPD4 @2>@uScaleMultPX D2>@vScaleMultPl H.>tiextraP°äL2>@innerSpecP4DP.>@frozenPÐ ¨L.>@dirtyPì 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float3óòñ@float2óòñ@float4óòñuuint4Æ SkinnableVertexòñ  SkinnableNormalòñ uvóòñ  extraF32ñ 0extraU8òñ @extra2U8ñ PColor `SkinWeightsòñ pSkinIndicesòñ" €Opaque_vs_a2vÎ positionñ color  normalóòñ ,uvóòñ <worldPosñ Leyeòñ \extraB”«A #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 542 #line 563 struct PSkinTransforms { float4x4 Mtxs [ 32 ] ; } ; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms ; } float4x4 GenerateBoneMatrix ( uint4 SkinIndices , float4 SkinWeights ) { return SkinTransforms . Mtxs [ SkinIndices [ 0 ] ] * SkinWeights [ 0 ] + SkinTransforms . Mtxs [ SkinIndices [ 1 ] ] * SkinWeights [ 1 ] + SkinTransforms . Mtxs [ SkinIndices [ 2 ] ] * SkinWeights [ 2 ] + SkinTransforms . Mtxs [ SkinIndices [ 3 ] ] * SkinWeights [ 3 ] ; } #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 59 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" float4 eyePositionWS : eyePositionWS ; float4x4 viewprojection : viewprojection ; #line 68 #line 73 #line 80 float4 l_d ; #line 83 float4x4 dudeInvTorso ; #line 91 float4 sandSpheres [ 7 ] ; #line 99 float4 sandInts [ 7 ] ; struct Opaque_vs_a2v { #line 111 float3 SkinnableVertex : POSITION ; float3 SkinnableNormal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 Color : COLOR ; float4 SkinWeights : BLENDWEIGHTS ; #line 123 uint4 SkinIndices : BLENDINDICES ; } ; struct a2v_noSkin #line 131 { #line 135 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; a2v_noSkin ProcessSkInput ( Opaque_vs_a2v skIn ) { float4x4 transformMatrix = GenerateBoneMatrix ( skIn . SkinIndices , skIn . SkinWeights ) ; a2v_noSkin ret ; ret . position . xyz = mul ( float4 ( skIn . SkinnableVertex . xyz , 1 ) , transformMatrix ) . xyz ; #line 156 ret . normal = mul ( skIn . SkinnableNormal , ( float3x3 ) transformMatrix ) ; ret . uv = skIn . uv ; ret . extraF32 = skIn . extraF32 ; ret . extraU8 = skIn . extraU8 ; ret . extra2U8 = skIn . extra2U8 ; ret . color = skIn . Color ; return ret ; } #line 169 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; } ; void Opaque_vs_main ( in Opaque_vs_a2v IN_VAL , #line 189 out Opaque_vs_v2f Opaque_vs_OUT ) { a2v_noSkin Opaque_vs_IN = ProcessSkInput ( IN_VAL ) ; Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , viewprojection ) ; Opaque_vs_OUT . worldPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; Opaque_vs_OUT . normal = normalize ( Opaque_vs_IN . normal ) ; #line 201 Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . eye = float4 ( eyePositionWS . xyz - Opaque_vs_OUT . worldPos . xyz , Opaque_vs_OUT . worldPos . y ) ; #line 206 float3 Ln = normalize ( l_d . xyz ) ; float3 Vn = normalize ( Opaque_vs_OUT . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; float F0 = 0.005 ; float fresnel = lerp ( F0 , 1.0 , pow ( max ( saturate ( 1.0 - dot ( Vn , Hn ) ) , 0.00000000000001 ) , 5.0 ) ) ; Opaque_vs_OUT . fresSsL . x = fresnel ; float ssOcc = 1.0 ; float3 torsoPos = mul ( float4 ( Opaque_vs_OUT . worldPos . xyz , 1.0 ) , dudeInvTorso ) . xyz ; float3 torsoNorm = normalize ( float3 ( 1 , 3 , 3 ) * torsoPos ) ; #line 219 float3 torsoEye = normalize ( mul ( Opaque_vs_OUT . eye . xyz , ( float3x3 ) dudeInvTorso ) ) ; ssOcc = 1.0 - saturate ( dot ( torsoEye , torsoNorm ) ) ; ssOcc *= saturate ( 0.1 - 0.1 * torsoPos . x ) ; ssOcc = max ( ssOcc , saturate ( 0.1 * length ( torsoPos ) - 0.333 ) ) ; ssOcc *= 3.0 ; float3 torsoLight = normalize ( mul ( l_d . xyz , ( float3x3 ) dudeInvTorso ) ) ; float slight = 0.5 * ( 1.0 + sin ( 0.5 * 3.1415926 * dot ( torsoLight , torsoNorm ) ) ) ; Opaque_vs_OUT . fresSsL . z = slight ; #line 236 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 240 float MAX_CHANNELS = 4.0 ; int compressed = ( int ) floor ( 255.1 * Opaque_vs_IN . extraU8 . x ) ; int topBits = compressed / 16 ; int botBits = ( ( int ) floor ( compressed ) % 16 ) ; int invis = ( ( int ) floor ( topBits ) % 4 ) ; int iFrom = invis / 2 ; int iTo = ( ( int ) floor ( invis ) % 2 ) ; int chamDir = topBits / 4 ; int chamDirUp = ( ( int ) floor ( chamDir ) % 2 ) ; int chamDirRight = chamDir / 2 ; int u0 = botBits / 4 ; int u1 = ( ( int ) floor ( botBits ) % 4 ) ; #line 258 float abBlend = Opaque_vs_IN . extraF32 [ 0 ] ; float uvBlend = Opaque_vs_IN . extraF32 [ 1 ] ; float vOffset = Opaque_vs_IN . extraF32 [ 2 ] ; float scarfMeter = Opaque_vs_IN . extraF32 [ 3 ] ; float compressedVals = Opaque_vs_IN . extraU8 [ 0 ] ; float chamEdgeMult = Opaque_vs_IN . extraU8 [ 1 ] ; float vMin = Opaque_vs_IN . extraU8 [ 2 ] ; float vMax = Opaque_vs_IN . extraU8 [ 3 ] ; float uScaleMult = Opaque_vs_IN . extra2U8 [ 0 ] ; float vScaleMult = Opaque_vs_IN . extra2U8 [ 1 ] ; int iextra = ( int ) floor ( 255.1 * Opaque_vs_IN . extra2U8 [ 2 ] ) ; float innerSpec = ( ( int ) floor ( iextra ) % 2 ) ? 1.0 : 0.0 ; float frozen = ( ( int ) floor ( ( iextra / 2 ) ) % 2 ) ? 1.0 : 0.0 ; float dirty = Opaque_vs_IN . extra2U8 [ 3 ] * 2.f ; #line 276 float sand = 0 ; float weight = 0 ; for ( int i = 0 ; i < 7 ; i ++ ) { float3 toSphere = sandSpheres [ i ] . xyz - Opaque_vs_OUT . worldPos . xyz ; float dist = length ( toSphere ) ; float t = dist / sandSpheres [ i ] . w ; float w = saturate ( 1.0 - t * t ) ; weight += w ; sand += w * sandInts [ i ] . x ; } sand /= weight + 0.000001 ; #line 294 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 300 float hueShift = Opaque_vs_IN . color [ 0 ] ; float saturation = Opaque_vs_IN . color [ 1 ] ; float value = Opaque_vs_IN . color [ 2 ] ; float alpha = Opaque_vs_IN . color [ 3 ] ; Opaque_vs_OUT . uv [ 2 ] = ( float ) u0 / MAX_CHANNELS ; Opaque_vs_OUT . uv [ 3 ] = ( float ) u1 / MAX_CHANNELS ; Opaque_vs_OUT . extra = float4 ( abBlend , uvBlend , vOffset , scarfMeter ) ; Opaque_vs_OUT . extra2 = float4 ( vMin , vMax , uScaleMult , vScaleMult ) ; Opaque_vs_OUT . extra3 = float4 ( ( float ) iFrom , ( float ) iTo , ( float ) chamDirUp , ( float ) chamDirRight ) ; Opaque_vs_OUT . extra4 = float4 ( chamEdgeMult , innerSpec , frozen , dirty ) ; Opaque_vs_OUT . color = float4 ( hueShift , saturation , value , alpha ) ; #line 317 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 333 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fx" #line 337 #line 351 #line 361 #line 364 #line 371 Texture3D < float4 > noise3dTexture ; #line 376 float4 l_c , l_s , l_a ; #line 379 float velvetInt , velvetRatio ; #line 383 float4 localDudePos ; float4 remoteDudePos ; float localDudeGlow ; float remoteDudeGlow ; float4 specular ; float alphaHardness ; Texture2D < float4 > textureAtlasA ; Texture2D < float4 > textureAtlasB ; Texture2D < float4 > textureMask ; Texture2D < float4 > textureDetail ; #line 400 #line 404 #line 408 float inShadow ; #line 411 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 417 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 427 float dudeColdness ; #line 433 float vOffsetGlow ; #line 437 float dudeDecoGlow ; #line 441 TextureCube < float4 > sandHiIrrCube ; Texture2D < float4 > sandSpecTexture ; Texture2D < float4 > sandSpecLut ; Texture2D < float4 > noiseSandTex ; Texture2D < float4 > heightTexture ; float4 heightBiasUv ; float4 heightScaleUv ; float heightBiasY ; Texture2D < float4 > duneTexture ; Texture2D < float4 > duneColorTexture ; float duneMaxShadowY ; #line 457 TextureCube < float4 > envOccCube ; #line 465 float Luminance ( float3 color ) { float3 luminance = float3 ( 0.3 , 0.59 , 0.11 ) ; return dot ( luminance , color ) ; } float3 Saturation ( float3 color , float satLevel ) { float intensity = Luminance ( color ) ; return lerp ( float3 ( intensity , intensity , intensity ) , color , satLevel ) ; } float ClothStep ( float t , float x ) { #line 481 return ( float ) ( x >= t ) ; } float ChamStep ( float min , float max , float input ) { return saturate ( ( input - min ) / ( max - min ) ) ; } float ChamAmount ( float uvValue , float uvCham , float uvMin , float uvMax , float uvMask , float chamStepAmount ) { float uvRange = uvMax - uvMin ; float chamBase = saturate ( ( ( 2 + chamStepAmount ) * uvCham - ( ( uvValue - uvMin ) / uvRange ) ) - uvMask ) ; return ChamStep ( 0.0 , chamStepAmount , chamBase ) ; } #line 499 float OrenNayarDiffuse ( float3 light , float3 view , float3 norm , float roughness ) { float VdotN = dot ( view , norm ) ; float LdotN = dot ( light , norm ) ; float cos_theta_i = LdotN ; float theta_r = acos ( VdotN ) ; float theta_i = acos ( cos_theta_i ) ; float cos_phi_diff = dot ( normalize ( view - norm * VdotN ) , normalize ( light - norm * LdotN ) ) ; float alpha = max ( theta_i , theta_r ) ; float beta = min ( theta_i , theta_r ) ; float sigma2 = roughness * roughness ; float A = 1.0 - 0.5 * sigma2 / ( sigma2 + 0.33 ) ; float B = 0.45 * sigma2 / ( sigma2 + 0.09 ) ; return saturate ( cos_theta_i ) * ( A + ( B * saturate ( cos_phi_diff ) * sin ( alpha ) * tan ( beta ) ) ) ; } #line 522 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 528 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 534 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 542 float ComputeCham ( float2 uv , float uvCham , float vMin , float vMax , float uvMask , float dirUpMult , float dirRightMult , float dirOmniMult , float chamStepAmount ) { float sideUV = uv [ 0 ] ; float upUV = uv [ 1 ] ; sideUV = uv [ 1 ] ; upUV = saturate ( ( uv [ 0 ] - 0.075 ) / ( 0.25 - 0.075 ) ) ; vMin = 0.0 ; vMax = 1.0 ; float chamAmountUp = ChamAmount ( upUV , uvCham , vMin , vMax , uvMask , chamStepAmount ) ; float chamAmountRight = ChamAmount ( sideUV , uvCham , 0 , 0.25 , uvMask , chamStepAmount ) ; float chamAmountAll = ChamAmount ( 0 , uvCham , 0 , 1 , uvMask * 2 , chamStepAmount ) ; return max ( max ( chamAmountUp * dirUpMult , chamAmountRight * dirRightMult ) , chamAmountAll * dirOmniMult ) ; } #line 562 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : COLOR0 ; float3 normal : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float4 worldPos : TEXCOORD2 ; float4 eye : TEXCOORD3 ; float4 extra : TEXCOORD4 ; float4 extra2 : TEXCOORD5 ; float4 extra3 : TEXCOORD6 ; float4 extra4 : COLOR1 ; float3 fresSsL : TEXCOORD7 ; bool isFrontFace : SV_IsFrontFace ; #line 579 #line 582 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 592 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 596 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 602 #line 605 float4 color = float4 ( 1 , 1 , 1 , 1 ) ; float abBlend = Opaque_fs_IN . extra [ 0 ] ; float uvBlend = Opaque_fs_IN . extra [ 1 ] ; float vOffset = Opaque_fs_IN . extra [ 2 ] ; float scarfMeter = Opaque_fs_IN . extra [ 3 ] ; float vMin = Opaque_fs_IN . extra2 [ 0 ] ; float vMax = Opaque_fs_IN . extra2 [ 1 ] ; float uScaleMult = Opaque_fs_IN . extra2 [ 2 ] ; float vScaleMult = Opaque_fs_IN . extra2 [ 3 ] ; float invisFrom = Opaque_fs_IN . extra3 [ 0 ] ; float invisTo = Opaque_fs_IN . extra3 [ 1 ] ; float chamDirUp = Opaque_fs_IN . extra3 [ 2 ] ; float chamDirRight = Opaque_fs_IN . extra3 [ 3 ] ; float chamDirOmni = 1 - max ( chamDirUp , chamDirRight ) ; float chamEdgeMult = Opaque_fs_IN . extra4 [ 0 ] ; float innerSpec = Opaque_fs_IN . extra4 [ 1 ] ; float frozen = Opaque_fs_IN . extra4 [ 2 ] ; float dirty = Opaque_fs_IN . extra4 [ 3 ] ; float hue = Opaque_fs_IN . color [ 0 ] ; float saturation = Opaque_fs_IN . color [ 1 ] ; float value = Opaque_fs_IN . color [ 2 ] ; float4 uv = Opaque_fs_IN . uv ; #line 668 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 680 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 694 float3 Ln = normalize ( l_d . xyz ) ; float3 Nn = normalize ( Opaque_fs_IN . normal . xyz * face ) ; float3 Vn = normalize ( Opaque_fs_IN . eye . xyz ) ; float3 Hn = normalize ( Vn + Ln ) ; #line 703 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 708 #line 714 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 723 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 729 float2 detUv = Opaque_fs_IN . uv . xy * detUvMult * float2 ( uScaleMult , vScaleMult ) ; float4 detailColor = 0.25 * ( textureDetail . Sample ( LinearWrapSampler , 17.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3 * 17.0 * detUv . yx ) + textureDetail . Sample ( LinearWrapSampler , 237.0 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 3.0 * 237.0 * detUv . yx ) ) ; float4 detailColorLow = 0.5 * ( textureDetail . Sample ( LinearWrapSampler , 0.5 * detUv ) + textureDetail . Sample ( LinearWrapSampler , 1.5 * detUv . yx ) ) ; #line 735 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 740 float noise = noise3dTexture . Sample ( LinearWrapSampler , 0.1 * Opaque_fs_IN . worldPos . xyz ) . xy . r ; Opaque_fs_IN . color . a = ClothStep ( noise , Opaque_fs_IN . color . a ) ; #line 746 uvOffDst = uvBlend == 0.0 ? uvOffSrc : uvOffDst ; uvOffSrc = uvBlend == 1.0 ? uvOffDst : uvOffSrc ; float2 aColor1Uv = uv . xy + uvOffSrc ; float2 aColor2Uv = uv . xy + uvOffDst ; float2 bColor1Uv = uv . xy + uvOffSrc ; float2 bColor2Uv = uv . xy + uvOffDst ; bColor1Uv = abBlend == 0.0 ? 0.0 : bColor1Uv ; bColor2Uv = abBlend == 0.0 ? 0.0 : bColor2Uv ; aColor1Uv = abBlend == 1.0 ? 0.0 : aColor1Uv ; aColor2Uv = abBlend == 1.0 ? 0.0 : aColor2Uv ; #line 758 float4 aColor1 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor1Uv ) , kSRGB ) ; float4 aColor2 = pow ( textureAtlasA . Sample ( LinearWrapAnisoSampler , aColor2Uv ) , kSRGB ) ; float4 bColor1 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor1Uv ) , kSRGB ) ; float4 bColor2 = pow ( textureAtlasB . Sample ( LinearWrapAnisoSampler , bColor2Uv ) , kSRGB ) ; aColor1 . a *= invisFrom ; aColor2 . a *= invisTo ; bColor1 . a *= invisFrom ; bColor2 . a *= invisTo ; #line 773 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 776 #line 782 float stepAmount = GetChamStepAmount ( frozen ) ; float chamMaskAmount = lerp ( chamMask , maskColor . a , frozen ) ; float2 chamVals = uv . xy ; chamVals = float2 ( maskColor . a , maskColor . a ) ; float chamAmount = ComputeCham ( chamVals , uvBlend , vMin , vMax , chamMaskAmount , chamDirUp , chamDirRight , chamDirOmni , stepAmount ) ; #line 802 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 862 float colorDiff = 1.0 ; #line 875 #line 878 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 881 aColor = lerp ( aColor , float4 ( 1 , 1 , 0.5 , aColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; bColor = lerp ( bColor , float4 ( 1 , 1 , 0.5 , bColor . a ) * 75 , chamEdgeAmount * chamEdgeMult ) ; #line 885 #line 888 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 895 #line 899 float glowMask = saturate ( 2.0 * maskColor . g ) ; float eyeMask = saturate ( 2.0 * maskColor . g - 1.0 ) ; color . rgb = lerp ( color . rgb , color . rgb * 15 , saturate ( max ( eyeMask , abBlend * glowMask ) ) * lerp ( 1.0 , 0.0 , frozen * ( 1.0 - chamAmount ) ) ) ; #line 914 #line 924 #line 927 color . rgb *= 0.5 + detailColor . rgb ; #line 930 color . rgb *= 1.25 ; #line 934 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 950 #line 954 float sideIntensity = 0 ; float shadow = 1 ; float3 duneLitColor = 0 ; float2 heightUV = ( float2 ( Opaque_fs_IN . worldPos . x , Opaque_fs_IN . worldPos . z ) + heightBiasUv . xy ) * heightScaleUv . xy ; float heightTap = heightTexture . Sample ( LinearClampSampler , heightUV ) . r ; float aboveDunes = Opaque_fs_IN . worldPos . y - ( heightBiasY + ( float ) heightTap ) ; sideIntensity = saturate ( 1.25 - 10.0 * aboveDunes ) ; sideIntensity *= sideIntensity ; #line 965 float2 sandUV = 16 * float2 ( uv . x * uScaleMult , uv . y * vScaleMult ) ; float3 sandNoiseTap = 2.0 * ( noiseSandTex . Sample ( PointWrapAnisoSampler , sandUV ) . xyz - 0.5 ) ; float sandNoise = sandNoiseTap . x ; Nn = normalize ( 3.5 * Nn + dirty * sandNoiseTap ) ; #line 972 const float terrainScale = 0.5 ; float2 duneUvBias = float2 ( ( 1 - 0.5 / 256.0 ) , 0.5 / 512.0 ) ; float2 duneUvScale = float2 ( - terrainScale / 256.0 , terrainScale / 512 ) ; float2 duneUv = duneUvBias + duneUvScale * Opaque_fs_IN . worldPos . xz ; float4 duneTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUv ) , kSRGB ) ; #line 981 float2 shadowBackPos = Opaque_fs_IN . worldPos . xz - ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowBackTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowBackPos ) , kSRGB ) ; float2 shadowFrontPos = Opaque_fs_IN . worldPos . xz + ( Ln * aboveDunes / Ln . y ) . xz ; float4 shadowFrontTap = pow ( duneTexture . Sample ( LinearWrapAnisoSampler , duneUvBias + duneUvScale * shadowFrontPos ) , kSRGB ) ; shadow = saturate ( 10 * ( max ( shadowBackTap . a , shadowFrontTap . a ) - ( 0.04 * sandNoise + 0.23 ) ) ) ; shadow = max ( shadow , saturate ( 4.0 * duneTap . a ) ) ; shadow = max ( shadow , saturate ( 0.5 * ( aboveDunes - duneMaxShadowY ) ) ) ; #line 994 float2 litUV = heightUV ; float4 litTap = duneColorTexture . Sample ( LinearClampSampler , litUV ) ; float3 litColor = 4.0 * litTap . rgb * litTap . rgb ; float velvDune = litTap . a ; float velvMesh = saturate ( 1.12 - abs ( dot ( Vn , 4.0 * Nn ) ) ) ; velvDune *= 0.333 * sandNoise ; velvMesh *= 0.333 + 0.333 * sandNoise ; float3 duneColor = ( 1.0 + velvMesh ) * duneTap . rgb ; duneLitColor = ( 1.0 + velvDune ) * litColor ; #line 1006 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1009 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1015 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1018 float diffuse = OrenNayarDiffuse ( Ln , Vn , Nn , 0.5 ) ; float subSurface = OrenNayarDiffuse ( - Ln , Vn , Nn , 0.5 ) ; float fresnel = Opaque_fs_IN . fresSsL . x ; float a = sqrt ( 2.0 / 3.14159268 ) ; float schlickSmithShadow = 0.8 * 1.0 / ( ( diffuse * ( 1.0 - a ) + a ) * ( dot ( Nn , Vn ) * ( 1.0 - a ) + a ) ) ; float specPow = 0.0 ; float specLight = pow ( max ( saturate ( dot ( Nn , Hn ) ) , 0.00000000000001 ) , specPow ) ; float _specular = ( 8.0 + specPow ) / 25.0 * fresnel * schlickSmithShadow * specLight * diffuse ; #line 1029 float3 envOcc = 1.0 ; float3 specEnvOcc = 1.0 ; float3 lightEnvOcc = 1.0 ; envOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; float3 Rn2 = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; specEnvOcc = 8.0 * pow ( envOccCube . Sample ( LinearClampSampler , Rn2 ) . xyz , 2.2f ) ; lightEnvOcc = float4 ( pow ( envOccCube . Sample ( LinearClampSampler , Ln ) . xyz , 2.2f ) , envOccCube . Sample ( LinearClampSampler , Ln ) . a ) . a ; float selfOcclusion = 1.0 ; selfOcclusion *= maskColor . b ; float subSurfaceOcc = Opaque_fs_IN . fresSsL . y ; float specOcc = 1.0 ; specOcc *= saturate ( 2.0 * ( detailColor . r - 0.5 ) + 0.5 ) ; specOcc *= saturate ( 1.0 + innerSpec + face ) ; specOcc *= selfOcclusion ; float3 albedo = color . rgb ; float3 lightInt = shadow * l_c . rgb ; float3 specInt = shadow * l_s . rgb ; #line 1057 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1060 float3 Rn = 2.0 * dot ( Nn , Vn ) * Nn - Vn ; float ambSpecRough = 0.0 ; float ambSpecInt = pow ( sandSpecLut . Sample ( LinearClampSampler , float2 ( dot ( Nn , Vn ) , ambSpecRough ) ) . x , 2.2f ) ; float3 ambSpecColor = pow ( sandSpecTexture . Sample ( LinearClampSampler , float2 ( Rn . y , ambSpecRough ) ) . xyz , 2.2f ) ; float3 ambSpec = 0.1 * ambSpecInt * ambSpecColor ; float3 result = 0 ; #line 1069 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1074 #line 1077 result += albedo * fillColor * envOcc ; #line 1080 float ss = saturate ( dot ( Nn , Vn ) * subSurface ) * dot ( l_c . rgb , float3 ( 0.3 , 0.59 , 0.11 ) ) * 0.55 ; float3 ssAlbedo = lerp ( dot ( albedo , float3 ( 0.3 , 0.59 , 0.11 ) ) . xxx , albedo , 1.0 + ss ) ; result += ssAlbedo * ( lightInt * subSurfaceOcc * lightEnvOcc * ss * ss ) ; #line 1085 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1090 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1096 float3 Nns = normalize ( 1.5 * Nn + sandNoiseTap ) ; float sparkle = 2.0 * pow ( saturate ( 1.0 - abs ( dot ( Vn , normalize ( Nns + 0.25 * Vn ) ) ) ) , 8.0 ) ; result += dirty * sparkle * ambSpecColor * shadow * specOcc ; #line 1103 result *= bright_irradience * dark_irradience ; #line 1106 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1109 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1114 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1120 float snapLevelMin = - 0.2f ; float snapLevelMax = 0.2f ; float snapLevelInput = snapT - dudeSnapLevel + 0.2 * ( detailColor . r - 0.5 ) ; float snapCham = ChamStep ( snapLevelMin , snapLevelMax , snapLevelInput ) ; float rootFalloff = saturate ( 1.0 - rootDist ) ; snapCham *= rootFalloff * rootFalloff ; snapCham = snapCham * snapCham * snapCham ; result = lerp ( result , float3 ( 6 , 3 , 2 ) , ( float ) ( snapCham * dudeSnapGlow ) ) ; #line 1135 float halfDudeHeight = .40 ; float alpha = lerp ( 1 , 0 , saturate ( 2 * dudeDissolve - ( 1 - saturate ( Opaque_fs_IN . worldPos . y - dudeCenter . y + halfDudeHeight ) ) ) - chamMask ) ; float bottomOfDude = dudeCenter . y - halfDudeHeight ; float distFromBottom = ( Opaque_fs_IN . worldPos . y - bottomOfDude ) ; float sandFade = lerp ( 0 , 1 , clamp ( distFromBottom - ( 1 - dudeDissolve ) , 0 , .10 ) * 10 ) ; #line 1148 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1158 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1163 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1177 #line 1181 clip ( Opaque_fs_OUT . color . a - 0.5f ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 1217 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh (*|P~|)Ê|} Ê18< ÿÿÿÿProcessSkInputñGenerateBoneMatrixñD3DSHDRx& `ProcessSkInputñGenerateBoneMatrixñÿÿÿÿ /ñ@$É!E�¥ié  $0<HT%ôOpaque_vs_main"QÿÿÿÿÿÿSkinTransforms"Q ÿÿÿÿÿÿeyePositionWS"Q0ÿÿÿÿÿÿviewprojectionQpÿÿÿÿÿÿl_d"Q€ÿÿÿÿÿÿdudeInvTorsoQÀÿÿÿÿÿÿsandSpheresQ0ÿÿÿÿÿÿsandIntsÈiù§ÿÿÿÿ /ñDev/TGC/Journey/head/Journey/Data/Shaders/migratory.shþïþïÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿø"Opaque_vs_mainnoneÿÿÿÿw 1 Ž?\T ,Xx& ` üø"Opaque_vs_mainnone-º.ñÿÿx& `ÿÿÿÿÿÿx&ÿÿÿÿÿÿÿÿ'{ÇD:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__24467.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__24467.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/”.1[Œ^ô¦êÎÉC�AŠW@1 €2T/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" ÜQ3 °lgt~}€Ú{C€(t,³ljk²±«Fnopqrstuvwxyz{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ªG  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghim¬­®°¯´µBLENDINDICESBLENDWEIGHTSCOLORNORMALPOSITIONTEXCOORDPEffectVariantPMaterialOpaqueSkinnableVertexSkinnableNormalSTColorSkinWeightsSkinIndices   0 @ C I U5à� ÐÀ°,( �$ € üp`øôðP@<85 55ð5Ø5À5¨5�5x7`6H60669è6Ð6¸6 6ˆ6p6X9@1XhX1P±XZP!PAP‘ 5P±5 XŽX�XœP1 5X� X± Xá X‘ XÁ Xñ X¡ XÑ H¸P! 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