142 lines
3.3 KiB
PostScript
142 lines
3.3 KiB
PostScript
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#define USE_TDETAIL
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#include "common.h"
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#define PARALLAX_NEAR_PLANE 0.01
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#define PARALLAX_FAR_PLANE 35
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#define PARALLAX_DEPTH 0.02
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//Height maps
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Texture2D s_dnE_r;
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Texture2D s_dnE_g;
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Texture2D s_dnE_b;
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Texture2D s_dnE_a;
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struct surface {
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float4 base;
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float3 normal;
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float gloss;
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};
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void perform_tc_offset(inout p_bumped p, in Texture2D s_bumpX_new)
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{
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if ((p.position.z > PARALLAX_NEAR_PLANE) && (p.position.z < PARALLAX_FAR_PLANE))
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{
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float3 eye = normalize(mul(float3x3(p.M1.x, p.M2.x, p.M3.x,
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p.M1.y, p.M2.y, p.M3.y,
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p.M1.z, p.M2.z, p.M3.z), -p.position));
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// steps minmax and refines minmax
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int4 steps = int4(8, 24, 4, 8); // 3..10, 7..16
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bool need_disp_lerp = true;
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bool need_refine = true;
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float view_angle = abs(dot(float3(0.0, 0.0, 1.0), eye));
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float layer_step = rcp(lerp(steps.y, steps.x, view_angle));
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float2 tc_step = layer_step * eye.xy * PARALLAX_DEPTH;
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float2 displaced_tc = p.tcdbump;
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float curr_disp, curr_layer = 0.0;
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do
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{
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displaced_tc -= tc_step;
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curr_disp = 1 - s_bumpX_new.SampleLevel(smp_base, displaced_tc, 0).w;
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curr_layer += layer_step;
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} while (curr_layer < curr_disp);
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if (need_refine)
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{
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displaced_tc += tc_step;
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curr_layer -= layer_step;
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float refine_steps = lerp(steps.w, steps.z, view_angle);
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tc_step /= refine_steps;
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layer_step /= refine_steps;
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do
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{
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displaced_tc -= tc_step;
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curr_disp = 1.0 - s_bumpX_new.SampleLevel(smp_base, displaced_tc, 0).w;
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curr_layer += layer_step;
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} while (curr_layer < curr_disp);
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}
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if (need_disp_lerp)
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{
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float2 displaced_tc_prev = displaced_tc + tc_step;
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float after_depth = curr_disp - curr_layer;
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float before_depth = 1.0 - s_bumpX_new.SampleLevel(smp_base, displaced_tc_prev, 0).w - curr_layer + layer_step;
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float weight = after_depth / (after_depth - before_depth);
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displaced_tc = lerp(displaced_tc, displaced_tc_prev, weight);
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}
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p.tcdbump = displaced_tc;
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}
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}
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surface fill(p_bumped p, Texture2D s_base_det, Texture2D s_bump_det, Texture2D s_bumpX_det, uint need_mask, float mask)
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{
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surface S;
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mask = need_mask ? mask : 1;
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if (mask <= 0)
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{
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S.base = (0.0, 0.0, 0.0, 0.0);
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S.gloss = 0.0;
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S.normal = (0.0, 0.0, 0.0);
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return S;
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}
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perform_tc_offset(p, s_base_det);
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S.base = s_base_det.Sample(smp_base, p.tcdbump) * mask;
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float4 Nu = s_bump_det.Sample(smp_base, p.tcdbump);
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S.gloss = Nu.x * mask;
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S.normal = (Nu.wzy - 0.5) * mask;
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return S;
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}
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f_deffer main(p_bumped I)
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{
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float4 C = s_base.Sample(smp_base, I.tcdh.xy);
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float4 mask = s_mask.Sample(smp_base, I.tcdh.xy);
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mask /= dot(mask, 1.0);
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surface Sr = fill(I, s_dt_r, s_dn_r, s_dnE_r, 1, mask.r);
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surface Sg = fill(I, s_dt_g, s_dn_g, s_dnE_g, 1, mask.g);
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surface Sb = fill(I, s_dt_b, s_dn_b, s_dnE_b, 1, mask.b);
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surface Sa = fill(I, s_dt_a, s_dn_a, s_dnE_a, 1, mask.a);
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float4 Ne = float4(normalize(mul(float3x3(I.M1, I.M2, I.M3), Sr.normal + Sg.normal + Sb.normal + Sa.normal)), C.w);
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C.xyz = (Sr.base.xyz + Sg.base.xyz + Sb.base.xyz + Sa.base.xyz) * C.xyz * 2.0;
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float G = Sr.gloss + Sg.gloss + Sb.gloss + Sa.gloss;
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#ifdef USE_R2_STATIC_SUN
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float ms = s_lmap.Sample(smp_base, I.tcdh.xy).w;
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#else
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float ms = xmaterial;
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#endif
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return pack_gbuffer(
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Ne, // normal.hemi
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float4(I.position.xyz, ms), // depth.( mtl or sun )
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float4(C.rgb, G * 0.6) // color.gloss
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);
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}
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