RYHPT-74611§VÆ27¹O5-7 VðAyLq7��ˆ'^P0"2@8000T IT kH Xp0› 00M0f0“0Éh0£ 0{0¨0Ã0Z$ ²  0Æ0Ð0à 0í @þ(03(0 ! P0F0)0Ü0‘0 @0W0}0©B€0§$€0�ö& F+0~+0£+0Ê0ñ+00F&0À0a1À0} 00m0ì4€0_B€0u6€0ÃB€0Ú00Ž: 0Ä0žA�0  “4 ¥( ¿  Ö ñ ôDx0200FG˜0^B˜0s0� 0Ÿ0µ0å0ÍN˜0ÕO˜0ïS00àQ�0ÿR�0S80 (0)U˜0<V˜0`S00LuY0z8‚@ŽH L³PÊØßó  , ? S $k („ ,œ 0­ 4Á 8Ñ <ì @  D# 8 T Ya Y`p �  — 0´ @Æ Pß hï l        "   $ / C ([ 8t @š P `á b  !  (  (  :  Ø  „  ? k ' 7 #I U _ Yf Yn U' t  • ¡ ­ µ ½ Å Ï  ß í ù    *! +/ )(F ,8R H  -  .  D  Yh ~ – ® Æ Þ /ç 0( 8$  <  RIRØk r`‚Z‚]Œœ&«‚a_ YŒÀËß;RØëH0�óEÀ  Eà )E EE  `E@ }E` œE€ »E  ÙSé2ûB @?   30YC SYh$zY�(¡Yµ,ÆF  4ÛìýK( J,4I`"ˆ/ E \M i u 0„ 0Ž œ¬½LÇL$Ð 0Ù 0â ø & 6 D V $l 0z 0� 0› 0§ ³ 0¼ 0Æ 0Î 0Ü 0ë 0øP.(C,_p  _ YÀo ß;|‡�Wx�@ ¡Yo ¬¼ÈÔX  VÞ ç(ï,ç(ï,ø0   $2 Ø(PCharPContextSwitchPInt32PLightTypePRenderDataTypePSceneRenderPassTypePShadowCasterTypePTextureFormatBasePUInt16PUInt32PUInt8boolfloatCD3D11_BLEND_DESCCD3D11_DEPTH_STENCIL_DESCCD3D11_RASTERIZER_DESCD3D11_DEPTH_STENCILOP_DESCD3D11_RENDER_TARGET_BLEND_DESCPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPArrayPAssetReferencePBasePClassDescriptorPClusterHeaderPClusterHeaderBasePClusterHeaderD3D11PContextVariantFoldingTablePEffectPEffectVariantPInstanceListHeaderPMaterialPMaterialSwitchPNodeContextPParameterBufferPParameterBufferBasePSamplerStatePSamplerStateBasePSamplerStateD3D11PSceneRenderPassPShaderPShaderComputeProgramPShaderComputeProgramD3D11PShaderFragmentProgramPShaderFragmentProgramD3D11PShaderGeometryProgramPShaderGeometryProgramD3D11PShaderParameterCaptureBufferLocationPShaderParameterCaptureBufferLocationSizePShaderParameterCaptureBufferLocationTypeConstantBufferPShaderParameterCaptureBufferSamplerPShaderParameterCaptureBufferTexture2DPShaderParameterCaptureBufferTexture3DPShaderParameterCaptureBufferTextureBasePShaderParameterCaptureBufferTextureCubeMapPShaderParameterDefinitionPShaderPassPShaderPassBasePShaderPassD3D11PShaderPassInfoPShaderPassParameterLocationTypesBasePShaderPassParameterLocationTypesConstantBufferPShaderPassStateBasePShaderPassStateD3D11PShaderProgramBasePShaderProgramD3D11PShaderStreamDefinitionPShaderVertexProgramPShaderVertexProgramD3D11PSharrayPStreamInputDescD3D11PStreamInputLayoutD3D11PStringPTexture2DPTexture2DBasePTexture2DD3D11PTexture3DPTexture3DBasePTexture3DD3D11PTextureCommonBasePTextureCubeMapPTextureCubeMapBasePTextureCubeMapD3D11m_idm_assetm_assetTypem_indexBufferSizem_vertexBufferSizem_maxTextureBufferSizem_phyreMarkerm_sizem_instanceListCountm_packedNamespaceSizem_arrayFixupSizem_arrayFixupCountm_pointerFixupSizem_pointerFixupCountm_pointerArrayFixupSizem_pointerArrayFixupCountm_pointersInArraysCountm_userFixupCountm_userFixupDataSizem_totalDataSizem_headerClassInstanceCountm_headerClassChildCountm_platformIDm_physicsEngineIDm_supportedLightMaskm_supportedShadowCasterMaskm_effectFilem_effectSourcem_effectVariantsm_supportedLightTypesm_supportedShadowCasterTypesm_contextSwitchesm_contextVariantSwitchesm_maxLightCountm_numSupportedShaderLODLevelsm_countm_elsm_effectm_switchesm_sceneRenderPassesm_sceneRenderPassLookupm_largestShaderPassCountm_tweakableShaderParameterDefinitionsm_untweakableShaderParameterDefinitionsm_tweakableParameterBufferSizem_untweakableParameterBufferSizem_classIDm_objectsSizem_arraysSizem_effectVariantm_parameterBufferm_remapFromm_remapTom_namem_valuem_packedSwitchesm_parameterBufferSizem_minFilterm_magFilterm_wrapSm_wrapTm_wrapRm_lodBiasm_maxAnisotropym_borderColorm_baseLevelm_maxLevelm_flagsm_passTypem_shadersm_entryPointsm_variantsFoldingTablem_platformsm_platformsAreIncludem_contextVariantIndexm_contextVariantVpIndexm_contextVariantFpIndexm_contextVariantGsIndexm_contextVariantCsIndexm_passesm_parameterDefinitionsForPassesm_streamDefinitionsForPassesm_parameterBufferFrequenciesRequiredm_offsetm_constantBufferLocationm_typem_unusedPointerm_texturem_parameterTypem_samplerStatem_textureBufferIndexm_dataTypem_arrayElementCountm_bufferLocm_statem_vertexParameterLocationm_fragmentParameterLocationm_geometryParameterLocationm_computeParameterLocationm_vertexTexParameterLocationm_fragmentTexParameterLocationm_geometryTexParameterLocationm_computeTexParameterLocationm_vertexProgramm_fragmentProgramm_geometryProgramm_computeProgramm_streamLocationsm_vertexEntryPointm_vertexProfilem_fragmentEntryPointm_fragmentProfilem_geometryEntryPointm_geometryProfilem_computeEntryPointm_computeProfilem_parameterLocationsm_parameterStartm_parameterCountm_rasterDescm_depthDescm_blendDescm_stencilRefAlphaToCoverageEnableIndependentBlendEnableRenderTargetDepthEnableDepthWriteMaskDepthFuncStencilEnableStencilReadMaskStencilWriteMaskFrontFaceBackFaceFillModeCullModeFrontCounterClockwiseDepthBiasDepthBiasClampSlopeScaledDepthBiasDepthClipEnableScissorEnableMultisampleEnableAntialiasedLineEnableStencilFailOpStencilDepthFailOpStencilPassOpStencilFuncBlendEnableSrcBlendDestBlendBlendOpSrcBlendAlphaDestBlendAlphaBlendOpAlphaRenderTargetWriteMaskm_importantStatem_compiledCodem_constantBufferSizem_globalConstantBufferIndexm_shaderProfilem_renderTypem_nameHashm_indexm_inputLayoutm_um_semanticm_semanticIndexm_d3dFormatm_inputSlotm_streamsm_bufferm_widthm_heightm_depthm_formatm_memoryTypem_mipmapCountm_maxMipLevelm_textureFlagsH ¨ÐYp`Y hh h@(00 @@PP!@@%$M€¤E&'x„€-8(@è8/ÀÀ7P0 EШ(Fà‹˜H„Ià!Data/Shaders/S_Cloth_vs__Cloth_fs__38851.cgfx#C0DE1712C314FBE19F4E120AC91417E3#materialData/Shaders/S_Cloth_vs__Cloth_fs__38851.fx#C0DE1712C314FBE19F4E120AC91417E3 #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #define D_PLATFORM_D3D11x64 #define DUDE #define AO #define SAND #define ALPHATESTENABLE // 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 58 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.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 332 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.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__38851.fx50à1ALPHATESTENABLEAODUDESAND05p2þpp{¦€ Äz€ V/p3þpp{¦€ Äz€ V/GGGGGGGG€?€?€?€?€?€A€A€?ФE005spDXBC}Sq'8õ™F¨¯:QCï¤E8À PoœoRDEF€ Œ<ÿÿAW RD11< ($ | � ¡¸Îÿÿÿÿ Ýÿÿÿÿ ëÿÿÿÿ ùÿÿÿÿ ÿÿÿÿ  ÿÿÿÿ !ÿÿÿÿ 1ÿÿÿÿ =ÿÿÿÿ Jÿÿÿÿ  Xÿÿÿÿ  dÿÿÿÿ  u ÿÿÿÿ  €LinearClampSamplerLinearWrapSamplerLinearWrapAnisoSamplerPointWrapAnisoSamplernoise3dTexturetextureAtlasAtextureAtlasBtextureMasktextureDetailsandHiIrrCubesandSpecTexturesandSpecLutnoiseSandTexheightTextureduneTextureduneColorTextureenvOccCube$Globals«««€'¤0¼ Ø ÿÿÿÿÿÿÿÿü Ø ÿÿÿÿÿÿÿÿ $ ÿÿÿÿÿÿÿÿH $ ÿÿÿÿÿÿÿÿV 0@h ÿÿÿÿÿÿÿÿŒ p@h ÿÿÿÿÿÿÿÿ” °@h ÿÿÿÿÿÿÿÿ¢ ð$ ÿÿÿÿÿÿÿÿ¦ @h ÿÿÿÿÿÿÿÿ³ @pÀ ÿÿÿÿÿÿÿÿä °pð ÿÿÿÿÿÿÿÿ $ ÿÿÿÿÿÿÿÿ 0$ ÿÿÿÿÿÿÿÿ @$ ÿÿÿÿÿÿÿÿ PØ ÿÿÿÿÿÿÿÿ* TØ ÿÿÿÿÿÿÿÿ6 `$ ÿÿÿÿÿÿÿÿC p$ ÿÿÿÿÿÿÿÿQ €Ø ÿÿÿÿÿÿÿÿ_ „Ø ÿÿÿÿÿÿÿÿn �$ ÿÿÿÿÿÿÿÿw  Ø ÿÿÿÿÿÿÿÿ… ¤Ø ÿÿÿÿÿÿÿÿŽ ¨Ø ÿÿÿÿÿÿÿÿ• ¬Ø ÿÿÿÿÿÿÿÿ£ °Ø ÿÿÿÿÿÿÿÿ¬ ´Ø ÿÿÿÿÿÿÿÿ¹ ¸Ø ÿÿÿÿÿÿÿÿÇ ¼Ø ÿÿÿÿÿÿÿÿÔ ÀØ ÿÿÿÿÿÿÿÿâ Ð$ ÿÿÿÿÿÿÿÿð à$ ÿÿÿÿÿÿÿÿû ðØ ÿÿÿÿÿÿÿÿ ôØ ÿÿÿÿÿÿÿÿ øØ ÿÿÿÿÿÿÿÿ! $ ÿÿÿÿÿÿÿÿ. $ ÿÿÿÿÿÿÿÿ< Ø ÿÿÿÿÿÿÿÿH $Ø ÿÿÿÿÿÿÿÿcameraNearTimesFarfloat«««Ï cameraFarMinusNearcameraNearFarfloat4 eyePositionWSmodelfloat4x4«««\ modelITmodelViewProjl_ddudeInvTorsosandSpheres« sandInts««« l_cl_sl_avelvetIntvelvetRatiolocalDudePosremoteDudePoslocalDudeGlowremoteDudeGlowspecularalphaHardnessinShadowhsvHuehsvSaturationhsvValuedudeDissolvedudeSuperGlowdudeSnapGlowdudeSnapLeveldudeScarfRootdudeCenterdudeColdnessvOffsetGlowdudeDecoGlowheightBiasUvheightScaleUvheightBiasYduneMaxShadowYMicrosoft (R) HLSL Shader Compiler 10.1«ISGNT (4:::::: :4 : C  SV_POSITIONCOLORTEXCOORDSV_IsFrontFace««OSGN, SV_TARGET««SHEX¨`P*jˆYFŽ 3Z` Z` Z`Z`X(pUUXpUUXpUUXpUUXpUUX0pUUXpUUXpUUXpUUXp UUXp UUXp UUX0p UUb‚brbòbrbrbrbÂbòbò br c eò h6@ÍÌ @7 "  @€¿@€?6B 6‚6"*6"*6:6B 6‚6B*6‚:+@4":*6"€A 6"  6B 6‚* 6: 6"8 @@8*@@6":€A"@€?8"@@8":4"@3"@€?4 6 6"6:6" "F‚ F‚ D"8âV‰ 8rVFBFFDB*8r¦ FBFFDB*8r¦ Fr –FBF F DB*8r ¦ F 6B@@8 * " E‹Â€CUr F –s`/r F 8r F r &  6r F 6B@@A8¦ V8¦8 Âö @ˆAˆAE‹Â€CUò æ F~` 8 ¦@LBLBE‹Â€CUò æ F~` ò F F 8 Âö @mCmCE‹Â€CUò æ F~` ò F F 8 ¦@À1DÀ1DE‹Â€CUò æ F~` ò F F 8 ò F @€>€>€>€>8 Âö @??E‹Â€CUÂæ †}` 8 ¦@À?À?E‹Â€CUÂæ †}` ¦¦8 ¦@??6Â@€€¿¿Â¦ 8 ¦@oƒ;oƒ;2Fæ 8 r F@ÍÌÌ=ÍÌÌ=ÍÌÌ=E‹B€CUBF –|` 6B*:6B*6‚:B:*B*@€?6B*‚:@7 2öFF‚:@€?7 2öFF2 FF 2FF2FF‚*@7 2ö@F‚*@7 2ö@F‚*@€?7 2 ö@F ‚*@€?7  ö@¦ E‹Â€CUò F F~`/ò F 8ò F ò F E‹Â€CUò æ  F~`/ò F 8ò F ò F E‹Â€CUòFF~`/òF8òFòFE‹Â€CUòFF~`/òF8òFòF8‚ *: 8‚ :: 8‚*:8‚::8: @?8":@? :6‚:6"@ÍÌ̽"@@?8":"@ÍÌÌ=6"6"6B €AB*  8B*:B* :6‚:6B*6B*6‚:6 6"6  6‚@š™™½‚:  ‚:@333>4‚:@3‚:@€?6‚@6@€?:6‚:6‚:6‚:6 6B*6"6":€A +"@"8":6‚:€A‚::‚: 6‚:€A‚:6‚*€A‚::4‚:@3‚:@€?:6‚@6"6‚:6:€A‚: 6‚:€A‚:‚::4‚:@3‚:@€?6‚:6‚::6  +‚@6@€>6"6‚:€A: +‚@‚:8‚::6‚:€A‚:  ‚: 6‚:€A‚::6*€A‚: 4‚:@3‚:@€?:6@6"6‚:6‚ €A‚::6 €A ‚: 4‚:@3‚:@€?6‚:6‚::+@+"@+‚@+‚@8B*:6‚€A‚::+‚@‚:8‚::6"€A  :6 €A‚: 6B*€A‚:*4‚:@3‚:@€?:6B@6"6‚:6*€A‚: 6B*€A"*‚:4‚:@3‚:@€?6‚:6‚:8"*:8B::4"*8‚ :4‚:6‚:6òF€A ò F F8ò öF ò F F 6ò F€Aò F F8ò öF ò F F6"@€?+B@+‚@6B@¿B:*6‚*€A4B:*8‚:*6‚:€AB:*6‚@€?8B**8B*:8"*+2@+ò@KKKK6B@?6‚: 8òFF8B6òF€A òFF8ò¦ Fò F F+2@+ò@KKKK6B@?6‚: 8òFF8"6òF€A òFF8òVFò F F6òF€A ò F F8ò ¦ F ò F F 6"@€¿"*4"@"@€?8ò VF 8" @@4"@3"@€?8B @@6‚@€¿B:*4B*@3B*@€?+²@8²F F 8B*4B**4B*@3B*@€?6‚:€A‚:@€?8‚::6"@€¿"@8‚:‚:@€?8B:*6â €A âV 8⦠VâV  ²F @???8âV 8 âV@ ? ? ?6B@€?6‚@€?„ 08¦„ 1E‹Â€CUæ F~ ` 6   € 26 €A 8" @ A6"€A"@ ?4"@3"@€?8"+2@8  8" 82FF E‹Â€CU²FF{`6²@¿¿€¿²F F 8 ²F @@@@6 8 ²F@`@`@`@8rF²F FFFD 8²F 62@€?€:62@»€:8¦E‹Â€CUò æ F~ `/ò F 8ò F ò F 8ÂV ¦¦ 6¦€A¦8¦¦E‹Â€CUBæ F{ `/B*8B *B*82 Ö2 F ¦ 2 F †82FF 2FFE‹Â€CUF6y `/ 8   +@ 4 *8" @ ×#="@…k>6"€A 8  4 @3 @€?8: @€@4 @3 @€?4  6€ €A2  8 @?4 @3 @€?4  6¦E‹Â€CUòæ 6y ` 8 r–@€@€@€@8âV 6 8 rF@€@€@€@FF6 €A4  6 €A @)\�?4 @3 @€?8 @ú~ª>8  8 @ú~ª> @ú~ª>8   @€?8rF  @€?8r–8‚* @ff¦?8‚*:4‚:@3‚:@€?8‚: 8:@ÍÌL> @?8: 6² – €ArFF 8rFâV 6r@¿¿¿€rFF 8 rF@???²F FFFD 8²F :6âV6rF6²F 6@?‚FF–F6 6B:€A4:*6" €A"@€?K"8B @0n™¼B*@'˜=8B *B*@„4Y¾8 * @¤ É?8 8" @À"@ÛI@1B:*B*B* 6 €A4"  6B€AB*@€?KB*8‚@0n™¼‚:@'˜=8‚:‚:@„4Y¾8":"@¤ É?8"*8B@ÀB*@ÛI@1   * 8âö 6âV€AâV ‚––D‚:8âöV8² F 6² F €A ² – F  ‚F F D‚:8² öF  ‚–F 4"* 3B* 8  8 @?B @Ãõ¨> *6 €A @€?8B @ffæ> @ìQ¸=* 4 @3 @€?4‚:@3‚:@€?8: M‚Ð8: M‚Ð*MÐB*‚:*8:   8  6 :6r–€A6‚@?FFBFF6B*6‚ €A4‚ :6‚ :€A‚ : @€?K‚ : 8 :@0n™¼  @'˜=8 :    @„4Y¾8‚:  ‚:@¤ É?8‚: :8‚ :@À‚ : @ÛI@1‚ :‚:: ‚::6‚*€A4‚ *:6 :€A   @€?K  8" : @0n™¼"  @'˜=8" :  "  @„4Y¾8‚ :  ‚ : @¤ É?8‚  : 8 : @À  @ÛI@1‚*:‚:  ‚:: 8² F 6² F €A ² FF  F F D 8² F  8â ¦  6â V€A rF– FFD 8rFF F4::3"::8‚::8B:@?‚:@Ãõ¨>B*:6B*€AB*@€?8‚:@ffæ>‚:@ìQ¸=‚::4B*@3B*@€?4 @3 @€?8‚: MÐ 8‚: MÐMÐ  8‚: ‚:*8‚:*6‚:6  6B@*BL?6*€A @€?8  * "FF6B*€AB*@€?8"*B*8B* B@ÍÌL?*6@"FF 4"@3"@€?4"@Ü$4(/"8" " @A @ÈA8  8* 8 8  E‹‚€CUrFF~ ` /rF8 rF@ÍÌ @ÍÌ @ÍÌ @rF8 rF@AAABFF8B*@@8r F¦ 6² F€Ar F F E‹‚€CUr F F~ ` /r F 8 r F @ÍÌ @ÍÌ @ÍÌ @r F 8 r F @AAAE‹‚€CUB–F{ ` 6² ¦ 6B@€?8B* *6‚ 6‚@€?6‚ @¿‚ :  8‚ : @@‚ : @?4‚ : @3‚ : @€?8‚:: B*@€?"*4"@3"@€?8":8"*6âV8â ‰ "8r F‚ #E‹‚€CUr FF~` /r F 8 r F @ÍÌ @ÍÌ @ÍÌ @r F BFF8B*@@8B*6‚€A*:FF6"@E‹Â€CUBF–|` /B*8B*@ÍÌ @B*6"@E‹Â€CUrFF~` /rF8 rF@ÍÌ @ÍÌ @ÍÌ @rF8‚*@ÍÌÌ=8rFö+r@6‚* 8r–– 8röF8rF FrFF8r–F 8rFFrFF‚FF8‚::4‚:@3‚:@€? ‚F‚ "@š™™>= ?®Gá=8‚::8‚:@ÍÌ ? ‚–@š™™>= ?®Gá=‚ :@€?6rö€Ar–F8rö FröF8rö– 8rF F8röF8röF8rFFrFF8r F 8r F F 8r VF r F F8r F F8r VF r F F 8â VV 8â V 8r F – 8r ¦ F F–6‚@ÍÌL¾: 6‚ €A4: 6 €A @€?4 @3 @€?8rF 8r¦ FrFF 8âV  8â V8⦠V8⦠VâV 8 Ò @À?À?À?Ò ††D 8Ò8 rF@€>€>€>Ò ††D 8ÒF†6B €A4* 6 €A @€?4 @3 @€?6B@€?8  8  8  8 *8 @@8‚: 8Ò ö8Ò8ÒVâV8:*8r–6â €AâV 8âVVrF–6â €A âV@CÒBðA8âV¦Š +rF–6â€AâV‰ -‚––K‚:8":@ú~ª>6B@ÍÌL¾6‚@ÍÌL>6‚ € €A,":6‚@¿‚:  8‚:@ÍÌL>"::6B*6‚:6"6‚*€A":6B*€AB*:"*4"@3"@€?6"6‚:€A‚:@€?4‚:@3‚:@€?8‚::8‚:8"::8‚:+â@8‚::€ +6Ò €AâV8âöVrF–6‚@ÍÌÌ>+"@+B@+‚@8‚:€ ++‚@6€ €A. : 4 @3 @€?6 €A‚: 6‚:€A‚::4‚:@3‚:@€?6 €A :6‚€AB:*8*  6‚:€A‚:€ .6‚:€A‚:+"@+B@+‚@6‚€ €A+‚::6‚:€A‚::+‚@4‚::3‚:@ÍÌÌ=+‚@ 8‚::6‚€AB:*8‚:*‚:6â €AâV 8âöVrF–:6‚@ÍÌL?6"@…ëQ? @ÍÌÌ=6B:€A* 6‚:€A‚:‚ :4‚:@3‚:@€?8‚:: +@6"@¿‚:8‚: ‚:@?4‚:@3‚:@€?8‚:*6r F1@?:"@@7  :6"@¿" 1"@"@ÿÿÿÿ 6‚  >STAT”� ÐmSPDBÖMicrosoft C/C++ MSF 7.00 DSëÈèÀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ8þÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ <ÿÿÿÿ”.1ZŒ^îhYZ/ãN«`„�4ÝXÜQ3a [ 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__38851.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 8 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 587 #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 57 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" float4 eyePositionWS : eyePositionWS ; #line 62 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 71 #line 78 float4 l_d ; #line 81 float4x4 dudeInvTorso ; #line 89 float4 sandSpheres [ 7 ] ; #line 97 float4 sandInts [ 7 ] ; #line 127 struct Opaque_vs_a2v { #line 133 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; #line 164 #line 167 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 ( #line 185 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 195 Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , modelViewProj ) ; Opaque_vs_OUT . worldPos = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , model ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal , ( float3x3 ) modelIT ) ) ; 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 204 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 217 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 234 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 238 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 256 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 274 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 292 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 298 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 315 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 331 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 335 #line 349 #line 359 #line 362 #line 369 Texture3D < float4 > noise3dTexture ; #line 374 float4 l_c , l_s , l_a ; #line 377 float velvetInt , velvetRatio ; #line 381 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 398 #line 402 #line 406 float inShadow ; #line 409 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 415 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 425 float dudeColdness ; #line 431 float vOffsetGlow ; #line 435 float dudeDecoGlow ; #line 439 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 455 TextureCube < float4 > envOccCube ; #line 463 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 479 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 497 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 520 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 526 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 532 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 540 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 560 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 577 #line 580 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 590 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 594 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 600 #line 603 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 666 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 678 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 692 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 701 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 706 #line 712 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 721 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 727 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 733 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 738 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 744 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 756 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 771 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 774 #line 780 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 800 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 860 float colorDiff = 1.0 ; #line 873 #line 876 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 879 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 883 #line 886 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 893 #line 897 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 912 #line 922 #line 925 color . rgb *= 0.5 + detailColor . rgb ; #line 928 color . rgb *= 1.25 ; #line 932 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 948 #line 952 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 963 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 970 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 979 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 992 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 1004 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1007 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1013 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1016 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 1027 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 1055 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1058 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 1067 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1072 #line 1075 result += albedo * fillColor * envOcc ; #line 1078 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 1083 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1088 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1094 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 1101 result *= bright_irradience * dark_irradience ; #line 1104 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1107 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1112 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1118 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 1133 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 1146 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1156 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1161 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1175 #line 1179 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 1215 þïþïxwD:\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__38851.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 8 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlphâ0€c¦7оÊÕ)(â0%Í*v()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1Š=hlslFlags0x4005hlslTargetps_5_0hlslEntryOpaque_fs_mainhlslDefines /DALPHATESTENABLE=1 /DSAND=1 /DDUDE=1 /DPHYRE_D3DFX=1 /DAO=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^ P$¸ð^$P(¸ð^(P,¸ð^0P0¸ð^4P4¸ð^8P8¸ð^<P<¸ð^@P@¸ð^DPD¸ð^HPH¸ð^LPL¸ð^PPP¸ð^TPT¸ð^XPX¸ð^\P\¸ð^`P`¸ð^dPd¸ð^hPh¸ð^lPl¸ð^pPp¸ð^tPt¸ð^xPx¸ð^|P|¸ð^€P€¸ð^„P„¸ð^ˆPˆ¸ð^ŒPŒ¸ð^�P�¸ð^”P”¸ð^˜P˜¸ð^œPœ¸ð^ P ¸ð^¤P¤¸ð^¨P¨¸ð^°P\ LUh6> Opaque_fs_OUTP¸ð^P¸ð^P¸ð^P ¸ð^ P ¬_p P `ˆ*>@facePð´E.>colorP$!ÄÀP$!ÄÄP$!ÄÈP $!¸=ÌPè# ,Pè# ,Pè# ,P Ü^D .>@abBlendPP .>@uvBlendP  .>@vOffsetP,° 2>@uScaleMultP@($$2>@vScaleMultPT$ 2>@invisFromPhX.>@invisToP|<2>@chamDirUpP�„(2>@chamDirRightP¤¤,2>@chamDirOmniPà!02>@chamEdgeMultPP"42>@innerSpecP0XD8.>@frozenPDt.<.>@dirtyPXd,@P¼/Ô#,*>uvPl(#TPˆ #PP¤8.> uvOffSrcPx¸PŒ¤.> uvOffDstP ¬`P´˜d*>LnP (KDP (KHP œ[L*>NnPtÜ!pPtÜ!tPtÜ!xP¸'ð8D L`P¸'ð8D LdP¸'ð8D Ll*>VnPÀèZ€PÀèZ„PÀèZˆ*>HnP(?�P(?”P(?˜2>maskColorP äL Pø#¤Pø°Y¨.>@channelsP<ÐX2>@detUvMultP X.> detUvPDHXPDH\2>detailColorP ˜W°P 45´P 45¸P  45¼6>detailColorLowPü (XP ü @\.>@noisePä dh2> aColor1UvPø  ÀPø  Ä2> aColor2UvP ÈP Ì2> bColor1UvP0 ˜P0 ´2> bColor2UvPL `PL ˜d.>aColor1Pì „ÐPì „ÔPì „ØP ì „Ü.>aColor2P\Ä ÀP\Ä ÄP\Ä ÈP \Ä Ì.>bColor1PÌpàPÌpäP̤èP ̸ì.>bColor2P< ðP< ôP< øP < ü.>@chamMaskPÌJ2>@stepAmountP¨( 6>@chamMaskAmountP¤2>@chamAmountPìÔ .>aColorPXHÀPXHÄPXHÈP XHÌ.>bColorPĤÐPĤÔPĤØP ĤÜ2>@colorDiffPØD6>@chamEdgeAmountP¬.>@glowMaskPx!”.>@eyeMaskPü!˜:>@bright_irradiencePh$Ð/6>@dark_irradienceP|$ø0 6>@sideIntensityPØ%Ð:4.>@shadowP +|(2>duneLitColorP0/x1 P0/x1$P0/x1(.> heightUVP¼$<(P¼$<,2>@heightTapPü$T02>@aboveDunesPP%D0.> sandUVPh&  Ph&p$2>sandNoiseTapPø&°9PPø&°9TPø&°9\2>@sandNoiseP 'œ9P2> duneUvBiasPØ'h PØ'h$2> duneUvScalePø',pPø',t.> duneUvP0(ŒxP0(Œ|.>duneTapP (ôÐP (ôÔP (ôØP  (8Ü6> shadowBackPosP )xP )|6>shadowBackTapP ´)lx6> shadowFrontPosP*  P* ¤6>shadowFrontTapP °*0.> litUVPÌ,,(PÌ,,,.>litTapPø,D$Pø,D(Pø,D,P ø,t .>litColorP<-ô$P<-ô(P<-,.>@velvDunePP-Ä .>@velvMeshP4.¨02>duneColorPø.LpPø.LtPø.Lx.>@diffusePx9Ð02>@subSurfaceP„A€ <.>@fresnelP˜A\@*>@aP¬AôX:>@schlickSmithShadowPØB0X.>@specPowPìBÐp2>@specLightP CÔt2>@_specularPHDì @.>envOccPìD¼pPìD¼tPìD¼x2>specEnvOccPFl�PFl”PFl˜2>lightEnvOccPXF¸ PXF¸¤PXFP¬*>Rn2PtE,�PtE,”PtE,˜6>@selfOcclusionPlF<X6>@subSurfaceOccPœF |.>@specOccP°FHŒPøG@ .>albedoP(H`P(H`P(H`.>lightIntPHH�´PHH�¸PHH�¼.>specIntPhH¬ÀPhH¬ÄPhH¬È2>fillColorPäHÄÐPäHÄÔPäHÄØ*>RnPlIàà2>@ambSpecIntP J82>ambSpecColorPœJ àPœJ äPœJ è.>ambSpecPÔJÔðPÔJÔôPÔJÔø.>resultPôJtPôJtPôJtPhNTÀPhNTÄPhNTÈP¼N°�P¼N°”P¼N°˜PlPŒ@PlPŒDPlPŒHPøP@PøP@PøP@P8T¤ P8TÀ P8Tp .>@slightPKàŒ*>@ssP L¼<.>ssAlbedoPPMŒPPMŒPPMŒ*>NnsPˆQD0PˆQD8PˆQD<.>@sparklePtS80.>@rootDistPˆU  .>@snapTP¤U`2>@snapLevelMinP¸U@2>@snapLevelMaxPÌU¬6>@snapLevelInputPlVt.>@snapChamP|W¤P Xx 2>@rootFalloffPèW 6>@halfDudeHeightPYT .>@alphaPT[°2>@bottomOfDudePŒ[ 6>@distFromBottomPÀ[¨ .>@sandFadePP]„ .> kSRGBPÌÐ(.MÔˆ3  ! 8‰X  ‹  >> €PH h*>@tP 8h*>@xP LlN6MÔ¸4  /Ž`  h  -� P   hF> €P”.>@frozenP�<2>@stepAmountP€(NÆMÔxG   �Ø A €„ _ aƒ [‚è t €Œƒ ‘�  (  =0 ?  8  ] ‚ü  _ ‚Ô  Y = F@  Y0 ‚€  / 3 P  R V p r B> €PØ .>@uvChamP�¨ *>@vMinP<(\*>@vMaxPP°`.>@uvMaskP�(2>@dirUpMultP�\ (2>@dirRightMultP�\ ,2>@dirOmniMultP�\ 06>@chamStepAmountP�@ .>@sideUVP¤H  *>@upUVP(X2>@chamAmountUpP`Œ6>@chamAmountRightPH¤\6>@chamAmountAllPLp rM¼4$>  #‘ t4 9 ��<  !’Ì P % 64 # A0 I W G c4 # e ! p4  r4 78  9 €üB> €PL.>@uvValuePÌ´.>@uvChamPÌ” .>@uvMinP̘\.>@uvMaxPÌ4`.>@uvMaskPÌ”6>@chamStepAmountPÌ”.>@uvRangeP”`.>@chamBaseP<t:M¤9 >  9 €¼’Ä  #”| + 34  54 7 8>> €P8*>@minP|L\*>@maxP|Ð.>@inputP|4NNrM¼4ØB  #“ü t4 9 ��<  !•´ P % 64 # A0 I W G c4 # e ! p4  r4 78  9 €üB> €P´€P4\.>@uvValueP´” .>@uvChamP´” .>@uvMinP´˜\.>@uvMaxP´4`.>@uvMaskP´”6>@chamStepAmountP´”d.>@uvRangePèè`.>@chamBaseP$t\:M(>ÔB  9 €¼•¬  #—d + 34  54 7 8>> €Pd¼P \*>@minPdL`*>@maxPdÐd.>@inputPd4\NNrM¼4tG  #— t4 9 ��<  !˜¸ P % 64 # A0 I W G c4 # e ! p4  r4 78  9 €üB> €P¸€\P8 .>@uvValueP¸´`.>@uvChamP¸€ .>@uvMinP¸˜d.>@uvMaxP¸4l.>@uvMaskP¸6>@chamStepAmount.>@uvRangePì`l.>@chamBaseP(t :MÜBpG  9 €¼˜°  #šh + 34  54 7 8>> €Ph¼\P$ *>@minPhL*>@maxPhh.>@inputPh4 NNN*MÔÈM  '¯ä (  $ *�Ì i�Ì -�T , * 6 1€ˆ p �`T  %±œ &   " (�Ì 3 >�Ì , @4 X cL P D e4  gL  +  *  (   & 2  4  4 ! -  / # 3 K8 /8 O [ / _ j /L ) l n F> €Pd90.> lightPœ1ÜDPœ1ÜHPœ1ÜL*> viewPœ1Ü€Pœ1Ü„Pœ1܈*> normPœ1Ü`Pœ1ÜdPœ1Ül2>@roughnessPœ1Œ0.>@VdotNP¸14<.>@LdotNPÔ1L@2>@cos_theta_iPè18@.>@theta_rP´3XX.>@theta_iP€5Äp2>@cos_phi_diffPÔ6„<.>@alphaPð6ˆt*>@betaP 7èX.>@sigma2P(7À0*>@AP°7Èp*>@BP8Œ0N*MÔ0T  '·ð (  $ *�Ì i�Ì -�T , * 6 1€ˆ p �`T  %¹¨ &   " (�Ì 3 >�Ì , @4 X cL P D e4  gL  +  *  (   & 2  4  4 ! -  / # 3 K8 /8 O [ / _ j /L ) l n F> €P¨9È0PpA<.> lightP¨9ÐpP¨9ÐtP¨9Ðx*> viewP¨9Ü€P¨9Ü„P¨9܈*> normP¨9Ü`P¨9ÜdP¨9Ül2>@roughnessP¨9Œ<.>@VdotNPÄ94@.>@LdotNPà9LX2>@cos_theta_iPô98X.>@theta_rPÀ;¬|.>@theta_iPŒ=øŒ2>@cos_phi_diffPà>„@.>@alphaPü>p*>@betaP?lt.>@sigma2P4?À<*>@AP¼?Èx*>@BP@Œ<N>MÔœU  9 €¼ÀTô  #ÀV¬ + 34  54 7 8>> €PhW*>@minP¬VL*>@maxP¬VÐ.>@inputP¬V4N>MÔW  9 €¼À\L  #À^ + 34  54 7 8>> €PÀ^ *>@minP^L *>@maxP^Ø.>@inputP^4NR ÿÿÿÿÿÿkSRGBô8½ãáe~j§vQª-SÁ dv¸vw>wò¤U¨`($¸[€¸[ tUÌS€ÌSð]€ð]^€^_€_,c€,c@d€@dTe€Tehf€hf|g€|g�h€�h¤i€¤i¸i€¸iÔi€Ôiìi€ìij€jk€k0l€0lDm€DmXs€Xsl�€l�ˆž€ˆž¤ª€¤ª¼ª€¼ªØª€Øªôª€ôªª€ª,ª€,ªHª€Hªd­€d­x­€x­Œ®€Œ® ®€ ®´¶€´¶Ø¶€Ø¶ì¶€ì¶ ·€ ·(·€(·D·€D·X·€X·t¸€t¸�¸€�¸¤¸€¤¸À¹€À¹Ü¹€Ü¹ø¹€ø¹ ¹€ ¹(Ê€(Ê<Ì€<ÌXÌ€XÌtÌ€t̠̀ Ì´Ì€´ÌÐÌ€ÐÌäÌ€äÌøÓ€øÓ Ø€ Ø(Ø€(ØDÙ€DÙlÙ€l٘ـ˜ÙÀÙ€ÀÙìÙ€ìÙÙ€Ù0Ù€0Ù\Ù€\ÙxÙ€x٠ـ ÙÌÙ€ÌÙèÙ€èÙ Ú€ Ú8 Ú€8 Úd Ú€d ÚŒ Ú€Œ Ú¸ Ú€¸ ÚÔ Ú€Ô Úü Ý€ü Ý Ý€ Ý8 Ý€8 Ý` Ý€` Ý| ã€| 㤠〤 ãÐ ã€Ð ãä å€ä åè å€è åü å€ü å å€ å, å€, åH å€H å\ è€\ èx è€x èœ é€œ é¸ é€¸ éÜ ê€Ü êø ë€ø ë ì€ ì0 í€0 íL î€L îh î€h î˜ ï€˜ ï´ ï€´ ïä ð€ä ð ð€ ð0 ñ€0 ñL ñ€L ñ| ô€| ô¨ ô€¨ ô¼ ô€¼ ôØ ô€Ø ôì õ€ì õõ€õ,õ€,õHõ€Hõ\ö€\öˆö€ˆöœö€œö¸ö€¸öÌ÷€Ì÷ø÷€ø÷ ÷€ ÷(÷€(÷<ù€<ùXú€Xútû€tû�ü€�ü¬€¬È€Èä€ä€€€,€,H€Hd€d€€€”€”¨€¨À€À܀ܸ€ø€€,€,@€@T€Th€h|€|�€�¤€¤¸€¸Ô€Ôð€ð € (€(<€<P€PT€Th€h|€|�€�¤€¤¸€¸Ì€Ìä€ä€€0€0L€Ld€d€€€œ€œ´€´Ð€Ðè€è€ € <€<@€@T€Th€h|€|”€”°€°È€Èä€ä€€8€8L€L`€`d€dx€xŒ€Œ € ´€´Ì€Ìè€èü€ü€4€4L€Lh€h„€„œ€œ¸€¸Ð€Ðì€ì€$€$(€(<€<P€Pd€d|€|˜€˜°€°Ì€Ìè€è€ € 4€4H€HL€L`€`t€tˆ€ˆœ€œ¸€¸Ð€Ðì€ì€€8€8P€Pl€lˆ€ˆ € ¼€¼Ô€Ôð€ð € (€(,€,@€@T€Th€h€€€œ€œ´€´Ð€Ðì€ì€$€$8€8L€Lh€h„€„ € ¼€¼Ø€Øì"€ì""€" "€ "<"€<"X#€X#p#€p#Œ#€Œ#¨#€¨#Ä^€Ä^Øl€Ølìl€ìll€ll€l0l€0lHl€Hldl€dl€l€€l˜l€˜l´l€´lÈl€Èläl€äll€lo€o<o€<o\o€\opo€po„o€„o o€ o¼o€¼oÔo€Ôoðo€ðo o€ o(p€(pHp€Hphp€hp|p€|p�p€�p¬p€¬pÈp€Èpàp€àpüp€üp p€ p4 v€4 vL v€L vh v€h v„ v€„ v  v€  v´ v€´ vÐ v€Ð vì v€ì v!v€!v$!„€$!„@!„€@!„\!„€\!„x!…€x!…”!…€”!…¨!…€¨!…Ä!…€Ä!…à!…€à!…ü!†€ü!†"†€"†8"†€8"†T"†€T"†p"†€p"†Œ"†€Œ"†¨"†€¨"†À"†€À"†Ü"†€Ü"†ø"†€ø"† #†€ #†(#†€(#†D#†€D#†`#†€`#†|#†€|#†”#†€”#†°#†€°#†Ì#†€Ì#†è#�€è#�$�€$�,$ €,$ T$¤€T$¤h$¥€h$¥|$¼€|$¼œ$¼€œ$¼¼$½€¼$½è$½€è$½ü$¾€ü$¾%¾€%¾4%¾€4%¾P%¿€P%¿l%¿€l%¿„%¿€„%¿ %¿€ %¿¼%¿€¼%¿Ø%À€Ø%Àô%Àô%Ã&À&Ã0&À0&ÃL&ÀL&Ãh&Ä€h&Ä”&Ä€”&Ä´&Ä€´&ÄÐ&Ä€Ð&Äø&Å€ø&Å 'Ç€ 'Ç4'Ç€4'ÇP'Ç€P'Çl'Ç€l'Lj'Ç€ˆ'Çœ'Ç€œ'Ǹ'Ë€¸'ËØ'Ì€Ø'Ìø'Í€ø'Í(Í€(Í0(Ï€0(Ï\(Ï€\(Ïp(Ï€p(ÏŒ(Ï€Œ(Ï (Ó€ (Ó¼(Ó€¼(ÓØ(Ó€Ø(Óð(Ó€ð(Ó )Õ€ )Õ()Õ€()ÕD)Õ€D)Õp)Õ€p)Õ„)Õ€„)Õ )Õ€ )Õ´)×€´)×Ð)×€Ð)×ì)×€ì)×*Ù€*Ù$*Ù€$*Ù@*Ù€@*Ùl*Ù€l*Ù€*Ù€€*Ùœ*Ù€œ*Ù°*Û€°*ÛÄ*Û€Ä*Ûà*Û€à*Ûü*Û€ü*Û+Û€+Û0+Û€0+ÛL+Û€L+Ûh+Û€h+Û„+Û€„+Û +Ü€ +ܼ+Ü€¼+ÜØ+Ü€Ø+Üô+Ü€ô+Ü,Ý€,Ý,,Ý€,,ÝH,Ý€H,Ýd,Ý€d,Ý€,Ý€€,Ýœ,Ý€œ,ݸ,à€¸,àÌ,á€Ì,áø,â€ø,â -†-â<-ã€<-ãP-ä€P-äx-ä€x-ä”-䀔-ä¬-䀬-äÈ-ä€È-äà-ä€à-äü-ä€ü-ä.ä€.ä4.å€4.åP.å€P.ål.æ€l.æˆ.怈.æ¤.怤.æÀ.è€À.èÜ.è€Ü.èø.逸.é/é€/é0/ì€0/ìL/ì€L/ìh/ì€h/ì„/쀄/ì /쀠/ì¼//ïØ/ï€Ø/ïô/ï€ô/ï0ï€0ï(0ï€(0ïD0ï€D0ï`0ï€`0ï|0õ€|0õœ0õ€œ0õ¸0õ€¸0õà0õ€à0õü0õ€ü0õ1õ€1õ,1õ€,1õH1ø€H1øL1ø€L1ø`1ø€`1øt1ø€t1øˆ1ø€ˆ1øœ1ø€œ1ø¸1ø€¸1øÔ1ø€Ô1øè1ø€è1ø2ø€2ø2ø€2ø42ø€42øP2ø€P2ød2ø€d2ø€2ø€€2øœ2ø€œ2ø¸2ø€¸2øÔ2ø€Ô2øð2ø€ð2ø 3ø€ 3ø(3ø€(3øD3ø€D3ø`3ø€`3ø|3ø€|3ø˜3ø€˜3ø´3ø€´3øÌ3ø€Ì3øè3ø€è3ø4ø€4ø4ø€4ø04ø€04øL4ø€L4øh4ø€h4ø„4ø€„4ø 4ø€ 4ø¼4ø€¼4øØ4ø€Ø4øô4ø€ô4ø5ø€5ø,5ø€,5øH5ø€H5ød5ø€d5ø€5ø€€5øœ5ø€œ5ø´5ø€´5øÐ5ø€Ð5øì5ø€ì5ø6ø€6ø6ø€6ø86ø€86øP6ø€P6øl6ø€l6øˆ6ø€ˆ6øœ6ø€œ6ø¸6ø€¸6øÔ6ø€Ô6øð6ø€ð6ø 7ø€ 7ø(7ø€(7øD7ø€D7ø`7ø€`7ø|7ø€|7ø”7ø€”7ø°7ø€°7øÌ7ø€Ì7øè7ø€è7ø8ø€8ø 8ø€ 8ø<8ø€<8øX8ø€X8øt8ø€t8ø�8ø€�8ø¨8ø€¨8øÄ8ø€Ä8øÜ8ø€Ü8øô8ø€ô8ø9ø€9ø,9ø€,9øH9ø€H9ød9ø€d9øx9ù€x9ù|9ù€|9ù”9ù€”9ù¨9ù€¨9ùÄ9ù€Ä9ùà9ù€à9ùô9ù€ô9ù :ù€ :ù(:ù€(:ù@:ù€@:ù\:ù€\:ùp:ù€p:ùŒ:ù€Œ:ù¨:ù€¨:ùÄ:ù€Ä:ùà:ù€à:ùü:ù€ü:ù;ù€;ù4;ù€4;ùP;ù€P;ùl;ù€l;ùˆ;ù€ˆ;ù¤;ù€¤;ùÀ;ù€À;ùØ;ù€Ø;ùô;ù€ô;ù <ù€ <ù(<ù€(<ù<<ù€<<ùX<ù€X<ùt<ù€t<ù�<ù€�<ù¬<ù€¬<ùÈ<ù€È<ùä<ù€ä<ù=ù€=ù=ù€=ù8=ù€8=ùT=ù€T=ùp=ù€p=ùŒ=ù€Œ=ù¨=ù€¨=ùÀ=ù€À=ùÜ=ù€Ü=ùø=ù€ø=ù >ù€ >ù(>ù€(>ùD>ù€D>ù\>ù€\>ùx>ù€x>ù”>ù€”>ù¨>ù€¨>ùÄ>ù€Ä>ùà>ù€à>ùü>ù€ü>ù?ù€?ù4?ù€4?ùP?ù€P?ùl?ù€l?ùˆ?ù€ˆ?ù ?ù€ ?ù¼?ù€¼?ùØ?ù€Ø?ùô?ù€ô?ù@ù€@ù,@ù€,@ùH@ù€H@ùd@ù€d@ù€@ù€€@ùœ@ù€œ@ù´@ù€´@ùÐ@ù€Ð@ùè@ù€è@ùAù€AùAù€Aù8Aù€8AùTAù€TAùpAù€pAù„Aû€„Aû˜Aü€˜Aü¬Aý€¬AýÄAý€ÄAýàAý€àAýüAý€üAýBý€Bý4Bý€4BýLBý€LBýhBý€hBý„Bý€„Bý Bý€ Bý¼Bý€¼BýØBþ€ØBþìBÿ€ìBÿCÿ€Cÿ$Cÿ€$Cÿ@Cÿ€@Cÿ\Cÿ€\CÿpCÿ€pCÿŒCÿ€ŒCÿ C€ C¼C€¼CØC€ØCôC€ôCD€D,D€,DHD€HDtD€tDˆD€ˆD°D€°DÄD€ÄDìD€ìDE€E$E€$E@E€@EXE€XEtE €tE  E € E ´E €´E ÜE €ÜE ðE €ðE F €F DF €DF XF €XF lF€lFˆF€ˆFœF€œF°F€°FÄF€ÄFàF€àFüF€üFG€G4G€4GPG€PGlG€lGˆG€ˆG¤G€¤GÀG€ÀGÜG€ÜGøG€øGH€H(H€(HHH€HHhH€hH”H€”H¨H€¨HÐH€ÐHäH"€äH"I"€I"I"€I"8I"€8I"PI"€PI"lI$€lI$ˆI$€ˆI$œI$€œI$ÈI$€ÈI$ÜI$€ÜI$øI$€øI$ J%€ J% J%€ J%LJ%€LJ%`J%€`J%ˆJ%€ˆJ%œJ&€œJ&¸J&€¸J&ÔJ(€ÔJ(ôJ,€ôJ,K-€K-$K-€$K-@K-€@K-\K-€\K-xK3€xK3”K3€”K3°K3€°K3ÌK6€ÌK6èK6€èK6L6€L6 L6€ L6<><><><6 43 10 ./ -# !K.:K.:K&<K&EKGKGK I5 35 35 35 3)')')'B>B@B@B@868686'#'%'%'%ƒP`ƒdsƒwƒ�ƒ�ƒ�ƒ�\5\Z1P[1#]1Ž¢1a¤1#¤1Õá1¨ã1#ã1+1ç-1#-1/¤R\¤%^¤�ž¤b ¤% ¤¢3/3/3131pAcpep nO MO MO MO MO MOM553553+)+)+)+)220220220220dXdbdbdbdXdbdbdbdXdbdbdbdXdbdbdbG*G.EGE535353535353535 3GEGEGEGE�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž�Ž� Ž=;=;=;=;=;=;=;=; _"A_&A_0?_0?_*A_*A_&A_"A_"A_G_G_G_]i@iEiEiEiEiIeigigigigi@iEiEiEiEiIeigigigigX .X .X .X .X@LX@LX:TX4TX V7!37575< 2< 8< 8<:<:¤(7¤(7¤Vg¤Fi¤;k¤;k¤�œ¤�œ¤‚ž¤o ¤o ¤o ¤o ¤; ¤¢¤¢¤¢¤¢,*,*# !! ‰p‰‡TNT R\8X\Z\Z;'7; 7; 7;9;9$"OMO#5O9KOMj#Zj#fj#fjh( &88!4848 68 68 6F DQ OM"KMK_S_]_]_]]=K]=T][][‡_y‡Ry‡"{‡…‡…‡…^>L^>U^\‰`{‰S{‰#}‰‡‰‡‰‡qmq MqSbqSiq kq kqmqoqo>(8>:>:><R0JR0JR(LRNRNRP NL9(97! H9@H.BH(DH(DH!DH!DHFHF#!#!+)+)+);';92#20F-FBFDFDFDU<GU6GU4QUSUSUSUS?#9?#9?;?;? =? =? ==;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;=;= ;B@B+.B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B@B @0 .) 'v<Bv<Bv0Dv0HvP^vdjvdjvPlvPpv.rv t a.<a#>a#>aSa_a_a_e%e.e8eMeYecYHYWYWYWYW2&2&2+2020^M^\^\^\^\�c‘�› $"6 4 C#7C#7C9C?CACACA4)40424242! *()'`O`^`^`^1%1%1*1/1/ƒSaƒtƒtƒ�ƒ�ƒ�ƒ!rƒ!rƒ�ƒ�ƒ�6%64 / -88(8686+ +)+)t)t6t8t8t<ktktrhJh]dhfhfhfhfO3OAOFOKOMOM;!;/;9;9.".,.,‰‰)‰7‰G‰bp‰bv‰bv‰\x‰\x‰Vx‰Vx‰Kz‰Kz‰z‰‡‰‡H H)H9HFHF8%84868686oU]oO]oC_oC_oC_o8ao2co2co,co,co!eo!eomomomomomomAA,A5A?A?3131=;=;=;=;ZXZXZXZXUQUQUSUS$"!  T0T0T<PT<PT4RTRPNPNPNPNPNPNPNPNPNPNPNP N5$15$15353+)+)/"/-]1]AW][][][][ ¢ ¢ ¢-<¢-<¢B�¢Q|¢Q|¢Q�¢F�¢F�¢B�¢B�¢-‘¢-‘¢"“¢"“¢"ž¢"ž¢ ¢ ¢ ¢ :8:8KGKGfdfdf@Of@Of@Of-Qf-Qf%]f%]f%]f%bf%bfdfdfdfdNLNLNLNL8686868+48686868686868686}[q}ao}ao}[q}[w}Py}Py}5y}{s!?sCUs!q/ +/ +/-/-/-öÔ Ü   ê å ê å ê å ò ò å å€ HpœÈäü 8Pt˜¸Ü$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 587 #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 57 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" float4 eyePositionWS : eyePositionWS ; #line 62 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 71 #line 78 float4 l_d ; #line 81 float4x4 dudeInvTorso ; #line 89 float4 sandSpheres [ 7 ] ; #line 97 float4 sandInts [ 7 ] ; #line 127 struct Opaque_vs_a2v { #line 133 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; #line 164 #line 167 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 ( #line 185 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 195 Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , modelViewProj ) ; Opaque_vs_OUT . worldPos = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , model ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal , ( float3x3 ) modelIT ) ) ; 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 204 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 217 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 234 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 238 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 256 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 274 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 292 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 298 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 315 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 331 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 335 #line 349 #line 359 #line 362 #line 369 Texture3D < float4 > noise3dTexture ; #line 374 float4 l_c , l_s , l_a ; #line 377 float velvetInt , velvetRatio ; #line 381 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 398 #line 402 #line 406 float inShadow ; #line 409 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 415 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 425 float dudeColdness ; #line 431 float vOffsetGlow ; #line 435 float dudeDecoGlow ; #line 439 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 455 TextureCube < float4 > envOccCube ; #line 463 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 479 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 497 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 520 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 526 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 532 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 540 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 560 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 577 #line 580 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 590 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 594 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 600 #line 603 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 666 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 678 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 692 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 701 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 706 #line 712 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 721 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 727 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 733 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 738 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 744 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 756 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 771 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 774 #line 780 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 800 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 860 float colorDiff = 1.0 ; #line 873 #line 876 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 879 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 883 #line 886 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 893 #line 897 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 912 #line 922 #line 925 color . rgb *= 0.5 + detailColor . rgb ; #line 928 color . rgb *= 1.25 ; #line 932 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 948 #line 952 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 963 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 970 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 979 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 992 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 1004 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1007 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1013 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1016 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 1027 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 1055 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1058 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 1067 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1072 #line 1075 result += albedo * fillColor * envOcc ; #line 1078 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 1083 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1088 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1094 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 1101 result *= bright_irradience * dark_irradience ; #line 1104 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1107 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1112 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1118 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 1133 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 1146 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1156 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1161 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1175 #line 1179 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 1215 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh (P¸vdv)w>w Ê18  ÿÿÿÿ  ClothStepòñGetChamStepAmountòñComputeChamChamAmountñChamStepóòñOrenNayarDiffuseóòñD3DSHDR¨` `  ClothStepòñGetChamStepAmountòñComputeChamChamAmountñChamStepóòñOrenNayarDiffuseóòñÿÿÿÿ /ñ€Im±uQ…5¹Éa‘ù=%�©Éé™!å!9ÕýIqÝ  €€ @@ €@@ $0<HT`l„�œ¨´ÀÌØäðü ,8DP\ht%ÔOpaque_fs_main&Qÿÿÿÿÿÿ ÿÿLinearClampSampler&Qÿÿÿÿÿÿ ÿÿLinearWrapSampler*QÿÿÿÿÿÿÿÿLinearWrapAnisoSampler*QÿÿÿÿÿÿÿÿPointWrapAnisoSamplerR ÿÿÿÿÿÿkSRGBQðÿÿÿÿÿÿl_d"Qÿÿÿÿÿÿÿÿnoise3dTextureQ ÿÿÿÿÿÿl_cQ0ÿÿÿÿÿÿl_s"Q!ÿÿÿÿÿÿÿÿtextureAtlasA"Q!ÿÿÿÿÿÿÿÿtextureAtlasBQ!ÿÿÿÿÿÿÿÿtextureMask"Q!ÿÿÿÿÿÿÿÿtextureDetail"Q"´ÿÿÿÿÿÿdudeDissolve€ÿÿÿÿ /ñ"Q"¸ÿÿÿÿÿÿdudeSuperGlow"Q"¼ÿÿÿÿÿÿdudeSnapGlow"Q"ÀÿÿÿÿÿÿdudeSnapLevel"QÐÿÿÿÿÿÿdudeScarfRootQàÿÿÿÿÿÿdudeCenter"Q%ÿÿÿÿÿÿÿÿsandHiIrrCube"Q!ÿÿÿÿÿÿÿÿsandSpecTextureQ!ÿÿÿÿÿÿÿÿsandSpecLut"Q!ÿÿÿÿÿÿÿÿnoiseSandTex"Q!ÿÿÿÿ ÿÿÿÿheightTexture"QÿÿÿÿÿÿheightBiasUv"QÿÿÿÿÿÿheightScaleUvQ" ÿÿÿÿÿÿheightBiasYQ!ÿÿÿÿ ÿÿÿÿduneTexture&Q!ÿÿÿÿ ÿÿÿÿduneColorTexture"Q"$ÿÿÿÿÿÿduneMaxShadowYQ%ÿÿÿÿ ÿÿÿÿenvOccCubeDev/TGC/Journey/head/Journey/Data/Shaders/migratory.shþïþïÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÈVOpaque_fs_mainnoneÿÿÿÿw 1 Ž?\T ,X¨` ` ,WÈVOpaque_fs_mainnone-º.ñ¨` `ÿÿÿÿ¨`ÿÿÿÿÿÿÿÿ'{ÇD:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/”.1ZŒ^îhYZ/ãN«`„�4ÝXT/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" ÜQ3 °´gظw€vx®  (�,T埞äãÛD¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚE  !"#$%&'()*+,-./0123456789:;<=>?@ABCFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ� ÜÝÞàßáâæç° 8Ph€˜  àôð8$< @àð@1�@p °pÐ À0°@,P(T `�p$€ „P ¤¨¬ °´¸¼üÀpÐ`àøðôôðø€� 0@1`°@1 p@1  àôð8$< @àð@1�@p °pÐ À0°@,P(T `�p$€ „P ¤¨¬ °´¸¼üÀpÐ`àøðôôðø€� 0@1`°@1 p@1Xÿÿÿÿ4pÿÿÿÿ4ˆÿÿÿÿ4 ÿÿÿÿ4¸ÿÿÿÿ4Ðÿÿÿÿ4ÿÿÿÿ4ÿÿÿÿ40ÿÿÿÿ4Hÿÿÿÿ4`ÿÿÿÿ4èÿÿÿÿ4@ÿÿÿÿ4Àÿÿÿÿ4Øÿÿÿÿ4¨ÿÿÿÿ4�ÿÿÿÿ4ðÿÿÿÿ4ÿÿÿÿ4 ÿÿÿÿ4xÿÿÿÿ4X 4p 4ˆ 4 4¸4Ð44404H4`4è4@ 4Àÿÿÿÿ4Ø 4¨ÿÿÿÿ4�4ðÿÿÿÿ4 4 ÿÿÿÿ4x4@àð@1@@�p@@ p°@Ð @À0@°@@,P@(T@ `@�p@$€@ „A€�@ @¤@¨@¬@ °@´@¸@¼@üÀ@pÐ@`à@øð@ôô@ðø@P@@@< @8$G4 ÿÿÿÿG4ÿÿÿÿG4ðÿÿÿÿG4ØÿÿÿÿG4ÀÿÿÿÿG4¨ÿÿÿÿG4�ÿÿÿÿG4xÿÿÿÿC4`ÿÿÿÿB4HÿÿÿÿB40ÿÿÿÿB4ÿÿÿÿB4ÿÿÿÿD4èÿÿÿÿB4ÐÿÿÿÿB4¸ÿÿÿÿB4 ÿÿÿÿB4ˆÿÿÿÿB4pÿÿÿÿB4XÿÿÿÿD4@ÿÿÿÿ‚1 @0„1`@°ˆ1 @pAnisoClampSamplerLinearClampSamplerLinearWrapAnisoSamplerLinearWrapSamplerLinearWrapTSamplerPointClampSamplerPointWrapAnisoSamplerPointWrapSampleralphaHardnessdudeCenterdudeColdnessdudeDecoGlowdudeDissolvedudeInvTorsodudeScarfRootdudeSnapGlowdudeSnapLeveldudeSuperGlowduneColorTextureduneMaxShadowYduneTextureenvOccCubeheightBiasUvheightBiasYheightScaleUvheightTexturehsvHuehsvSaturationhsvValueinShadowl_al_cl_dl_slocalDudeGlowlocalDudePosmodelmodelITmodelViewProjnoise3dTexturenoiseSandTexremoteDudeGlowremoteDudePossandHiIrrCubesandIntssandSpecLutsandSpecTexturesandSpheresspeculartextureAtlasAtextureAtlasBtextureDetailtextureMaskvOffsetGlowvelvetIntvelvetRatioÝÁÿÿ¥¥$ '$ '¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥05sv05spOpaque_fs_mainOpaque_vs_main°jÊ ú8}RP}Rh}R€}R˜ÙCOLORNORMALPOSITIONTEXCOORDH„005svDXBCwN'�>\õå��y-ÎH„8œ t ¨ ¤-@.RDEF\ h<þÿA3 RD11< ($ \$Globals«««\'€0˜´ÿÿÿÿÿÿÿÿØ´ÿÿÿÿÿÿÿÿëÿÿÿÿÿÿÿÿ$ ÿÿÿÿÿÿÿÿ20@Dÿÿÿÿÿÿÿÿhp@Dÿÿÿÿÿÿÿÿp°@Dÿÿÿÿÿÿÿÿ~ðÿÿÿÿÿÿÿÿ‚@Dÿÿÿÿÿÿÿÿ�@pœÿÿÿÿÿÿÿÿÀ°pÌÿÿÿÿÿÿÿÿð ÿÿÿÿÿÿÿÿô0ÿÿÿÿÿÿÿÿø@ÿÿÿÿÿÿÿÿüP´ÿÿÿÿÿÿÿÿT´ÿÿÿÿÿÿÿÿ`ÿÿÿÿÿÿÿÿpÿÿÿÿÿÿÿÿ-€´ÿÿÿÿÿÿÿÿ;„´ÿÿÿÿÿÿÿÿJ�ÿÿÿÿÿÿÿÿS ´ÿÿÿÿÿÿÿÿa¤´ÿÿÿÿÿÿÿÿj¨´ÿÿÿÿÿÿÿÿq¬´ÿÿÿÿÿÿÿÿ°´ÿÿÿÿÿÿÿÿˆ´´ÿÿÿÿÿÿÿÿ•¸´ÿÿÿÿÿÿÿÿ£¼´ÿÿÿÿÿÿÿÿ°À´ÿÿÿÿÿÿÿÿ¾ÐÿÿÿÿÿÿÿÿÌàÿÿÿÿÿÿÿÿ×ð´ÿÿÿÿÿÿÿÿäô´ÿÿÿÿÿÿÿÿðø´ÿÿÿÿÿÿÿÿýÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿ ´ÿÿÿÿÿÿÿÿ$ $´ÿÿÿÿÿÿÿÿcameraNearTimesFarfloat««««cameraFarMinusNearcameraNearFarfloat4ùeyePositionWSmodelfloat4x4«««8modelITmodelViewProjl_ddudeInvTorsosandSpheres«ùsandInts«««ùl_cl_sl_avelvetIntvelvetRatiolocalDudePosremoteDudePoslocalDudeGlowremoteDudeGlowspecularalphaHardnessinShadowhsvHuehsvSaturationhsvValuedudeDissolvedudeSuperGlowdudeSnapGlowdudeSnapLeveldudeScarfRootdudeCenterdudeColdnessvOffsetGlowdudeDecoGlowheightBiasUvheightScaleUvheightBiasYduneMaxShadowYMicrosoft (R) HLSL Shader Compiler 10.1«ISGNа¹ÀÀÀÀÉPOSITIONNORMALTEXCOORDCOLOR«OSGN, """"""" " SV_POSITIONCOLORTEXCOORD«SHEXô!P}jˆYFŽ "_r_r_2_ò_ò_ò_ògò eò er eò eò eò eò eò eò eò  er  h +‚@6rF FFŽ " FFŽ B FFŽ ‚ FFŽ +‚@6rFFFŽ "FFŽ BFFŽ ‚ FFŽ FF‚ "FF‚ BFF‚ ‚FFD‚:8r öF62 F6rF€ArFF‚ 6‚  ‚F‚ F‚ D‚:8röF‚ ‚FFD‚:8röFrFF‚FFD‚:8röF6‚@ ×£;FF6 €A @€?4 @3 @€?4 @Ü$4(6"@€?8" 8  8  8 6":€A"@€?8 ‚: 6  :6‚@€?FFŽ "FFŽ BFFŽ +r@8rFF‚FFD‚:8röFFF‚ "FF‚ BFF‚ ‚FFD‚:8röF‚FF4‚:@3‚:@€?6‚:€A‚:@€?8‚ @ÍÌÌ=6‚:€A‚:@ÍÌÌ=4‚:@3‚:@€?8‚::‚FFK‚:8‚:@ÍÌÌ=6@ú~ª¾‚: 4‚:@3‚:@€?4‚::8‚:@@@ F‚ F‚  "F‚ F‚  BF‚ F‚ ‚FFD‚:8röF‚FF8‚:@ÚÉ?M‚Ð:‚:@€?8‚:@?6B  :6"  :6‚@€@8‚ @šCA‚:‚:(:("@WB:@$: $"@NÐ (" B*@€' B@*7 * +‚:A‚:‚:(":(B@‚:@€$‚:$"*@NЂ:(":' B@:7 ‚*:+" A""(B(‚@@€$"*$B:@NÐ"*(B' ‚@ 7 ":*(B(‚@W@$B*$‚:@NBÐ*:(‚* @€' @ 7 B :*+"A""(‚(@"@€$":$‚ @NÐ":(‚' @7 " :(‚ (@W" @$ :$‚ @NÐ :(‚ @€' @ 7  : +‚ A‚:‚:(:("@B:@€$‚: $@NЂ: (:' "@*7 ‚ :( ("@WB @$  $@NÐ  ( "*@€' "@7   (:("@WB:@$: $"@NÐ (" B*@€' B@*7 * +‚:A‚:‚:(":(B@‚:@€$‚:$"*@NЂ:(":' B@:7 ‚*:6" 6B6‚*6:6"6B*6‚:6 6"8B*@šCAB*B*+‚*A‚:‚:(:("@B:@€$‚: $@NЂ: (:' "@*7 ‚ :' ‚@:7 ‚:@€?@(*("@WB*@$B* $@NBÐ* (*"*@€' "@7 B *+B*AB*B*(*("@B*@€$B* $@NÐB* (*' "@*7 B *' B@*7 B*@€?@8:@@+"@+B@6‚@66"*6B:0"‚*@:6rF€A rFF‚ *‚FFK‚: ‚::€ *8‚::6‚:€A‚:@€?4‚:@3‚:@€?":8 ‚: € *: B*@"@½7†5" 4B@3B*@€?6‚ €A":8"* 6" 6B6‚*6:+ B  :+‚:‚ ::6 6" *6B :6‚  6 *6" :6B  6‚ + *+" +B :+‚  6  6"  :6B  *6‚  6 6" *6B :6‚  6r F6r F>STAT”E wC .3SPDBVMicrosoft C/C++ MSF 7.00 DS«Ì©Àÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ8üÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ <ÿÿÿÿ”.1ZŒ^f¨7ßt½I®ócœoln°ÜQ3a [ 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 ; } ; LèuƒÆZŸ þ‡V§ÿ P…Ú+å9ÎgŸZ±Å/˜}Ú#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__38851.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 8 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 587 #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 57 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" float4 eyePositionWS : eyePositionWS ; #line 62 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 71 #line 78 float4 l_d ; #line 81 float4x4 dudeInvTorso ; #line 89 float4 sandSpheres [ 7 ] ; #line 97 float4 sandInts [ 7 ] ; #line 127 struct Opaque_vs_a2v { #line 133 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; #line 164 #line 167 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 ( #line 185 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 195 Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , modelViewProj ) ; Opaque_vs_OUT . worldPos = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , model ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal , ( float3x3 ) modelIT ) ) ; 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 204 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 217 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 234 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 238 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 256 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 274 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 292 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 298 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 315 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 331 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 335 #line 349 #line 359 #line 362 #line 369 Texture3D < float4 > noise3dTexture ; #line 374 float4 l_c , l_s , l_a ; #line 377 float velvetInt , velvetRatio ; #line 381 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 398 #line 402 #line 406 float inShadow ; #line 409 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 415 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 425 float dudeColdness ; #line 431 float vOffsetGlow ; #line 435 float dudeDecoGlow ; #line 439 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 455 TextureCube < float4 > envOccCube ; #line 463 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 479 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 497 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 520 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 526 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 532 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 540 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 560 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 577 #line 580 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 590 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 594 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 600 #line 603 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 666 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 678 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 692 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 701 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 706 #line 712 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 721 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 727 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 733 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 738 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 744 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 756 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 771 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 774 #line 780 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 800 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 860 float colorDiff = 1.0 ; #line 873 #line 876 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 879 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 883 #line 886 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 893 #line 897 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 912 #line 922 #line 925 color . rgb *= 0.5 + detailColor . rgb ; #line 928 color . rgb *= 1.25 ; #line 932 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 948 #line 952 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 963 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 970 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 979 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 992 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 1004 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1007 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1013 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1016 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 1027 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 1055 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1058 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 1067 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1072 #line 1075 result += albedo * fillColor * envOcc ; #line 1078 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 1083 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1088 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1094 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 1101 result *= bright_irradience * dark_irradience ; #line 1104 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1107 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1112 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1118 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 1133 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 1146 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1156 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1161 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1175 #line 1179 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 1215 þïþïxwD:\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__38851.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 8 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlphâ0€n0оÊÕ)(â0%Í*v()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1Š=hlslFlags0x4005hlslTargetvs_5_0hlslEntryOpaque_vs_mainhlslDefines /DALPHATESTENABLE=1 /DSAND=1 /DDUDE=1 /DPHYRE_D3DFX=1 /DAO=164ô ô  Opaque_vs_main2> Opaque_vs_INPô Pô Pô P ô Pô Pô Pô Pô $P ô 0P$ô 4P(ô 8P,ô <P0ô @P4ô DP8ô HP<ô LP@ô PPDô TPHô XPLô \PPô `PTô dPXô hP\ô l6> Opaque_vs_OUTPœô  P ô ¤P¤ô ¨PŒô �P�ô ”P”ô ˜P˜ô œP|ô €P€ô „P„ô ˆPˆô ŒPlô pPpô tPtô xPxô |P\ô `P`ô dPdô hPhô lPLô PPPô TPTô XPXô \P<ô @P@ô DPDô HPHô LP,ô 0P0ô 4P4ô 8P8ô <P ô P$ô $P(ô (Pô Pô Pô Pô Pô Pô Pô P ô P<ðìP@ÌPD0¬PLH¨PPH¨PTH¨*>LnP´h P´h$P´h(*>VnP¸0P¸4P¸8*>HnPh0 PhÌ$Ph0(*>@F0P|” .>@fresnelPà .>@ssOccPT  .>torsoPosPX Px´$P˜¸(2>torsoNormP T0P ¤ 4P ô 8.>torsoEyeP̸@PÌÌDPÌàH2>torsoLightPœ  Pœ 0$Pœ L(.>@slightP$ X2>@MAX_CHANNELSP` ” 2>tcompressedP¤ ,.>ttopBitsP¼   .>tbotBitsPô .>tinvisP,,$.>tiFromPD°(*>tiToP|x$.>tchamDirP”˜ 2>tchamDirUpPÌ(,2>tchamDirRightPä *>tu0Püð 0*>tu1P4è.>@abBlendPH¬ 4.>@uvBlendP\˜ 8.>@vOffsetPp„ <2>@scarfMeterP„p @2>@chamEdgeMultP˜\ D*>@vMinP¬H H*>@vMaxPÀ4 L2>@uScaleMultPÔ P2>@vScaleMultPè T.>tiextraP,äX2>@innerSpecP°D\.>@frozenPL¨X.>@dirtyPhŒ`*>@sandP|Ô<,dP¸,p.>@weightP�<hPÌ(t*>tiP¤<lPàx.>toSpherePL`€PL`„PL`ˆ*>@distP|(|*>@tP¤|*>@wP,D|.>@hueShiftPœXd2>@saturationP°Dh.>@valuePÄ0l.>@alphaPØpô8½ãáe~j§vQª-SÁ dv¸vw>wò�ô! ЄĀÄÄ€Ä(Ä€(ÄHÄ€HÄhÄ€hĈÄ€ˆĨÅ€¨żÅ€¼ÅÐÅ€ÐÅðÅ€ðÅÅ€Å0Å€0ÅPÆ€PÆpÆ€pÆ�Æ€�ưÆ€°ÆÌÆ€ÌÆàÆ€àÆüÈ€üÈÉ€É(É€(ÉHÉ€HÉ\Ì€\̀̀€Ì”Ì€”Ì´Í€´ÍÐÍ€ÐÍäÍ€äÍ΀Î΀Î8΀8ÎL΀LÎhÏ€hÏ|Ѐ|ИЀ˜аЀ°ÐÌЀÌÐèЀèÐЀÐ Ѐ Ð4Ѐ4ÐPЀPÐlЀlЈЀˆФЀ¤мЀ¼ÐØЀØÐôЀôÐÑ€Ñ$Õ€$Õ8Õ€8ÕXÕ€XÕxÕ€xÕ˜Ö€˜Ö¸Ö€¸ÖÔÖ€ÔÖðÖ€ðÖÖ€Ö Ú€ Ú@Ú€@Ú`Ú€`Ú€Ú€€ÚœÚ€œÚ°Ú€°ÚÌÛ€ÌÛèÛ€èÛÛ€Û Û€ Û8Û€8ÛTÜ€TÜpÜ€p܈Ü€ˆܤÜ€¤ÜÀÜ€ÀÜÜÜ€ÜÜøÝ€øÝ Ý€ Ý( Ý€( ÝD Ý€D ÝX Ý€X Ýt Ý€t Ý� Ý€� ݬ Ý€¬ ÝÈ à€È àä å€ä å å€ å, å€, åP å€P ål å€l å€ å€€ åœ æ€œ æ¸ æ€¸ æÔ æ€Ô æì æ€ì æ æ€ æ$ ç€$ ç8 ë€8 ëL î€L î` ï€` ï| ï€| ï� ï€� ï¤ ñ€¤ ñ¸ ñ€¸ ñÌ ñ€Ì ñè ñ€è ñ ñ€ ñ ñ€ ñ@ ñ€@ ñT ñ€T ñp ñ€p ñ˜ ñ€˜ ñ¼ ò€¼ òÐ ò€Ð òä ò€ä òø ò€ø ò ò€ ò ò€ ò< ò€< òX ò€X òt ò€t ò” ò€” ò¨ ò€¨ òÐ ò€Ð òô ô€ô ôô€ôô€ô0ô€0ôDô€DôXô€Xôtô€tô�ô€�ô¬ô€¬ôÌô€Ìôàô€àôô€ô,õ€,õ@õ€@õTõ€Tõpõ€põŒõ€Œõ¨õ€¨õÈõ€ÈõÜõ€Üõøõ€øõ õ€ õDö€DöXö€Xölö€lö€ö€€ö”ö€”ö¨ö€¨öÄö€Äöàö€àöüö€üöö€ö0ö€0öXö€Xö|ø€|ø�ø€�ø¤ø€¤øÀø€ÀøÜø€Üøøø€øøø€ø,ø€,øHø€Høpø€pø”ù€”ù¨ù€¨ù¼ù€¼ùÐù€Ðùäù€äùøù€øùù€ù0ù€0ùLù€Lùlù€lù€ù€€ù¨ù€¨ùÌú€Ìúàú€àúôú€ôúú€ú,ú€,úHú€Húhú€hú|ú€|ú˜ú€˜úÀú€Àúäü€äüøü€øü ü€ ü(ü€(üDü€Dü`ü€`ü€ü€€ü”ü€”ü°ü€°üØü€Øüüý€üýý€ý$ý€$ý8ý€8ýLý€Lý`ý€`ý|ý€|ý˜ý€˜ý´ý€´ýÔý€Ôýèý€èýý€ý4€4H€H\€\p€p„€„˜€˜¬€¬À €À Ô €Ô è €è  €  € , €, @ €@ T €T h €h | €| � €� ¬ €¬ È €È ä €ä  €  € @ €@ d €d Œ €Œ °€°Ä€ÄØ€Øô€ô€,€,L€L`€`|€|¤€¤È€ÈÜ€Üð€ð€€,€,H€Hd€d€€€ € ´€´Ü€Ü€(€(L€Lh€h|€|�€�¤€¤¸€¸Ì€Ìà€àä€ä€ € $€$L€Lh€h|€|¤€¤À€ÀØ€Øô€ô€,€,H€Hp€pŒ€Œ¨€¨¬ €¬ È €È ä%€ä%%€%%€%4%€4%P%€P%l%€l%ˆ,€ˆ,œ-€œ-°.€°.Ä/€Ä/Ø1€Ø1ì1€ì1 2€ 2 2€ 28 3€8 3L 3€L 3` 3€` 3t 3€t 3ˆ 4€ˆ 4œ 4€œ 4° 4€° 4Ä 4€Ä 4Ø 5€Ø 5ì 5€ì 5!5€!5!5€!5(!6€(!6Ru>Ru3Tu3Tu-iu'qu'qu'qu'qu'qusususus+)d\d\d\d\F$7F$BFDFDFDc#_c#_c#_cacaca=9=;=;= ;= ;404040424242L,>L,>L&>L&FL&FLHLHL JU%QU%QU%QUSUSUS]:W](W]"Y]Y][*()' K&GKIKI#!#!#!#!#!#!#!#!#!#!9090909595959595959595953+3+3+3/3/3/3/3/3/3/3/3//'/'/'/+/+/+/+/+/+/+/+/+7/7/7/737373737373737373$"$"$"$"$"$"$"$"$"$"0(0(0(0,0,0,0,0,0,0,0,0,3 13 13 16 47 5/ -/ -6 46 4J"FJHJHD!0D!0D0D4D4D4D4D4D4D4D4D4DBDBI(1I(1I(1I(1I(1I(1I(1I(1I(1I(1I5I5I5I9I9I9I9I9I9I9I9I9IGIG75  $$$$$$$$$$$ TR TR *( *( 0. ,$( ,( ,( ,* ,*   (& ( &" 9#59#59 79 79 79 71 /3 1. ,. ,< +< :< +< :QOQOQOQOOMOMOMOMx'5x9ExI[x_tSQSQSQSQNLNLNLNLö$ D`| ¸Üü ¨Opaque_vs_v2f    @@float4x4     "pñ  Ê18„ ÿÿÿÿDDL@ float3óòñ@float2óòñ@float4óòñ† positionñ  normalóòñ uvóòñ  extraF32ñ 0extraU8òñ @extra2U8ñ Pcolor"`Opaque_vs_a2vÎ positionñ color  normalóòñ ,uvóòñ <worldPosñ Leyeòñ \extra lextra2óòñ |extra3óòñ Œextra4óòñ œfresSsLòñ" Ê18 ÿÿÿÿ #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 587 #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 57 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" float4 eyePositionWS : eyePositionWS ; #line 62 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 71 #line 78 float4 l_d ; #line 81 float4x4 dudeInvTorso ; #line 89 float4 sandSpheres [ 7 ] ; #line 97 float4 sandInts [ 7 ] ; #line 127 struct Opaque_vs_a2v { #line 133 float3 position : POSITION ; float3 normal : NORMAL ; float2 uv : TEXCOORD0 ; float4 extraF32 : TEXCOORD1 ; float4 extraU8 : TEXCOORD2 ; float4 extra2U8 : TEXCOORD3 ; float4 color : COLOR0 ; } ; #line 164 #line 167 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 ( #line 185 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 195 Opaque_vs_OUT . position = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , modelViewProj ) ; Opaque_vs_OUT . worldPos = mul ( float4 ( Opaque_vs_IN . position . xyz , 1 ) , model ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal , ( float3x3 ) modelIT ) ) ; 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 204 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 217 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 234 Opaque_vs_OUT . fresSsL . y = ssOcc ; #line 238 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 256 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 274 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 292 dirty = lerp ( dirty , sand , saturate ( weight ) ) ; #line 298 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 315 } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh" #line 642 #line 331 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fx" #line 335 #line 349 #line 359 #line 362 #line 369 Texture3D < float4 > noise3dTexture ; #line 374 float4 l_c , l_s , l_a ; #line 377 float velvetInt , velvetRatio ; #line 381 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 398 #line 402 #line 406 float inShadow ; #line 409 float hsvHue ; float hsvSaturation ; float hsvValue ; #line 415 float dudeDissolve ; float dudeSuperGlow ; float dudeSnapGlow ; float dudeSnapLevel ; float4 dudeScarfRoot ; float4 dudeCenter ; #line 425 float dudeColdness ; #line 431 float vOffsetGlow ; #line 435 float dudeDecoGlow ; #line 439 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 455 TextureCube < float4 > envOccCube ; #line 463 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 479 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 497 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 520 float GetChamStepAmount ( float frozen ) { float frozenStep = 0.5 ; #line 526 float stepAmount = lerp ( 0.05 , frozenStep , frozen ) ; #line 532 stepAmount = lerp ( 0.1 , 0.75 , frozen ) ; return stepAmount ; } #line 540 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 560 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 577 #line 580 } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 590 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { #line 594 float face = Opaque_fs_IN . isFrontFace ? - 1.f : 1.f ; #line 600 #line 603 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 666 uv [ 0 ] *= 2.0 ; uv [ 2 ] *= 2.0 ; #line 678 dirty = max ( dirty , saturate ( 2.0 * ( 1.0 - uvBlend ) * frozen ) ) ; float2 uvOffSrc = float2 ( uv [ 2 ] , vOffset ) ; float2 uvOffDst = float2 ( uv [ 3 ] , vOffset ) ; #line 692 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 701 float4 maskColor = float4 ( 1 , 1 , 1 , 1 ) ; #line 706 #line 712 float channels = 4.0 ; channels = 2.0 ; maskColor = pow ( textureMask . Sample ( LinearWrapAnisoSampler , float2 ( uv . x * channels , uv . y + vOffset ) ) , kSRGB ) ; #line 721 float detUvMult = 9.0 ; detUvMult = 12.0 ; #line 727 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 733 uv . xy += 0.004 * ( detailColor . rg - 0.5 ) ; #line 738 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 744 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 756 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 771 float chamMask = 0.5 * detailColor . a + 0.5 * detailColorLow . a ; #line 774 #line 780 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 800 float4 aColor = lerp ( aColor1 , aColor2 , chamAmount ) ; float4 bColor = lerp ( bColor1 , bColor2 , chamAmount ) ; #line 860 float colorDiff = 1.0 ; #line 873 #line 876 float chamEdgeAmount = pow ( 1 - 2 * abs ( chamAmount - 0.5 ) , 2 ) * ( float ) colorDiff ; #line 879 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 883 #line 886 color = lerp ( aColor , bColor , abBlend ) * ( 1.0 + max ( abBlend - 1.0 , 0.0 ) ) ; #line 893 #line 897 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 912 #line 922 #line 925 color . rgb *= 0.5 + detailColor . rgb ; #line 928 color . rgb *= 1.25 ; #line 932 float bright_irradience = 1.0 ; float dark_irradience = 1.0 ; #line 948 #line 952 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 963 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 970 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 979 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 992 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 1004 dirty *= saturate ( 1.3 * detailColor . b * detailColorLow . g ) ; #line 1007 color . rgb = lerp ( color . rgb , duneColor , ( 0.5 + 0.2 * frozen ) * dirty ) ; #line 1013 Nn = normalize ( Nn + 0.5 * ( detailColor . rgb - 0.5 ) ) ; #line 1016 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 1027 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 1055 float3 fillColor = pow ( sandHiIrrCube . Sample ( LinearClampSampler , Nn ) . xyz , 2.2f ) ; #line 1058 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 1067 float slight = Opaque_fs_IN . fresSsL . z ; result += albedo * lightInt * slight * lightEnvOcc ; #line 1072 #line 1075 result += albedo * fillColor * envOcc ; #line 1078 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 1083 result += specInt * _specular * lightEnvOcc * specOcc ; result += ambSpec * specEnvOcc * specOcc ; #line 1088 result += albedo * lightInt * diffuse * lightEnvOcc * selfOcclusion * saturate ( 1.0 - abs ( dot ( Vn , Ln ) - 0.2 ) ) * ambSpecInt ; result += albedo * fillColor * envOcc * selfOcclusion * ambSpecInt ; #line 1094 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 1101 result *= bright_irradience * dark_irradience ; #line 1104 result = lerp ( result , duneLitColor , sideIntensity ) ; #line 1107 result = lerp ( result , float3 ( 500 , 350 , 100 ) * .3 , ( float ) dudeSuperGlow ) ; #line 1112 float rootDist = length ( dudeScarfRoot . xyz - Opaque_fs_IN . worldPos . xyz ) ; float snapT = 0.333 * rootDist ; #line 1118 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 1133 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 1146 result . rgb = lerp ( result . rgb , duneLitColor , ( float ) sandFade ) ; color . a *= ChamStep ( 0.80 , 0.82 , alpha + .1 ) ; #line 1156 Opaque_fs_OUT . color = float4 ( result . rgb , Opaque_fs_IN . color . a * saturate ( 5 * ( color . a - 0.5 ) + 0.5 ) ) ; #line 1161 Opaque_fs_OUT . color . a = Opaque_fs_OUT . color . a > 0.5 ? 2.0 + sideIntensity : Opaque_fs_OUT . color . a ; #line 1175 #line 1179 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 1215 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/Dev/TGC/Journey/head/Journey/Data/Shaders/migratory.sh (P¸vdv)w>wD3DSHDRô! `ÿÿÿÿ /ñH(ÝE}!¡¹ýa  $0<HT`%ÔOpaque_vs_main"Q  ÿÿÿÿÿÿeyePositionWSQ0ÿÿÿÿÿÿmodelQpÿÿÿÿÿÿmodelIT"Q°ÿÿÿÿÿÿmodelViewProjQ ðÿÿÿÿÿÿl_d"QÿÿÿÿÿÿdudeInvTorsoQ@ÿÿÿÿÿÿsandSpheresQ°ÿÿÿÿÿÿsandIntsÿÿÿÿ /ñDev/TGC/Journey/head/Journey/Data/Shaders/migratory.shþïþïÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿäOpaque_vs_mainnoneÿÿÿÿw 1 Ž?\T ,Xô! ` 8äOpaque_vs_mainnone-º.ñÐô! ` ÿÿÿÿô!ÿÿÿÿÿÿÿÿ'{ÇD:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Cloth_vs__Cloth_fs__38851.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.shD:/”.1ZŒ^f¨7ßt½I®ócœoln°T/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" ÜQ3 °¼g8¸w€vD6L(€,¦cb¥¤dDefghijklmnopqrstuvwxyz{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žE  !"#$%&'()*+,-./0123456789:;<=>?@ABCFGHIJKLMNOPQRSTUVWXYZ[\]^_`aŸ ¡£¢§¨COLORNORMALPOSITIONTEXCOORDPEffectVariantPMaterialOpaqueVertexNormalSTColor   ' . 15à� 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! PAP!PaX¦X¨ PQ P± 'Pñ' 'P± N Pñ c hªP�hºaX”²Á A¤‹ ÊâúÔÆÎÂÒÜà¸Ò¨†ž¸˜ ®ÔšþŒð¬¸ÆÆâüðºdP>Œ&vŠ�žº¬ÆêÞšŠÊ¨ÖîüôAȈ