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3 changes: 3 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,9 @@ src/game/missionchooser/Release/
src/game/server/Debug_swarm/
src/game/server/Release_swarm/
src/ipch
src/materialsystem/shaderlib/Debug/
src/materialsystem/shaderlib/Release/
src/materialsystem/stdshaders/.vs/
src/materialsystem/stdshaders/Debug_dx9/
src/materialsystem/stdshaders/Release_dx9/
src/materialsystem/stdshaders/shaders/
Expand Down
35 changes: 13 additions & 22 deletions src/devtools/bin/process_shaders.ps1
Original file line number Diff line number Diff line change
Expand Up @@ -3,31 +3,22 @@ param (
[Parameter(Mandatory=$true, ValueFromPipeline=$true)][System.IO.FileInfo]$File,
[Parameter(Mandatory=$true)][string]$Version,
[Parameter(Mandatory=$false)][switch]$Dynamic,
[Parameter(Mandatory=$false)][System.UInt32]$Threads
[Parameter(Mandatory=$false)][System.UInt32]$Threads = 0,
[Parameter(Mandatory=$false)][System.UInt32]$Optimize = 3
)

$Optimize = 3
if ($Version -notin @("20b","30","40","41","50","51")) { return }

if ($Version -notin @("20b", "30", "40", "41", "50", "51")) {
return
}

$fileList = $File.OpenText()
while ($null -ne ($line = $fileList.ReadLine())) {
if ($line -match '^\s*$' -or $line -match '^\s*//') {
continue
}

if ($Dynamic) {
& "$PSScriptRoot\ShaderCompile" "-dynamic" "-ver" $Version "-shaderpath" $File.DirectoryName $line
continue
}
foreach ($line in Get-Content $File) {
if ($line -match '^\s*$' -or $line -match '^\s*//') { continue }

if ($Threads -ne 0) {
& "$PSScriptRoot\ShaderCompile" "-threads" $Threads "-ver" $Version "-shaderpath" $File.DirectoryName "-optimize" $Optimize $line
continue
}
$args = @()
if ($Dynamic) { $args += "-dynamic" }
if ($Threads -ne 0) { $args += "-threads"; $args += $Threads }
$args += "-ver"; $args += $Version
$args += "-shaderpath"; $args += $File.DirectoryName
if (-not $Dynamic) { $args += "-optimize"; $args += $Optimize }
$args += $line

& "$PSScriptRoot\ShaderCompile" "-ver" $Version "-shaderpath" $File.DirectoryName "-optimize" $Optimize $line
& "$PSScriptRoot\ShaderCompile" $args
}
$fileList.Close()
118 changes: 60 additions & 58 deletions src/materialsystem/stdshaders/character_dx9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,62 +25,87 @@ static bool s_bSeenCharacterProxy = false;

BEGIN_VS_SHADER( RDCharacter, "Alien Swarm: Reactive Drop character shader" )
BEGIN_SHADER_PARAMS
// misc
SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" )
SHADER_PARAM( AMBIENTOCCLUSION, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of screen space ambient occlusion to use (0..1 range)" )
SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." )
SHADER_PARAM( SHADERSRGBREAD360, SHADER_PARAM_TYPE_BOOL, "0", "Simulate srgb read in shader code" )

// base
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" )
SHADER_PARAM( COMPRESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "compression wrinklemap" )
SHADER_PARAM( STRETCH, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "expansion wrinklemap" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )

SHADER_PARAM( HSV, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "HSV color to transform $basetexture texture with" )

SHADER_PARAM( TINTMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Separate tint mask texture (as opposed to using basetexture alpha)" )
SHADER_PARAM( DESATURATEWITHBASEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating." )

SHADER_PARAM( ALLOWDIFFUSEMODULATION, SHADER_PARAM_TYPE_BOOL, "1", "Allow per-instance color modulation" )
SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation" )

SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )

// bumpmap
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPCOMPRESS, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "compression bump map" )
SHADER_PARAM( BUMPSTRETCH, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "expansion bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )

// envmap
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
SHADER_PARAM( BASEALPHAENVMAPMASKMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[1.0 0.0 1.0]", "" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPCOMPRESS, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "compression bump map" )
SHADER_PARAM( BUMPSTRETCH, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "expansion bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" )
SHADER_PARAM( ENVMAPFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.0 1.0 2.0]", "Min/max fresnel range and exponent for vertexlitgeneric" )

// selfillum
SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" )
SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "defines that self illum value comes from env map mask alpha" )
SHADER_PARAM( SELFILLUMMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale self illum effect strength" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "Self illum fresnel" )
SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC4, "0", "Self illum fresnel min, max, exp" )
SHADER_PARAM( SELFILLUMMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale self illum effect strength" )
SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" )

// Debugging term for visualizing ambient data on its own
SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )

SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp the specular term" )
SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
// Phong shading
//SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp the specular term" )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" )
SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" )
SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" )
SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" )
SHADER_PARAM( BASEMAPLUMINANCEPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that the base luminance should be used to mask phong" )

// detail texturing
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
SHADER_PARAM( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" )
SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" )
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
SHADER_PARAM( PHONGDISABLEHALFLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Disable half lambert for phong" )

// Rim lighting terms
SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" )
SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" )
SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" )
SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" )

// detail texturing
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
SHADER_PARAM( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" )
SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" )

// Emissive Scroll Pass
SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
Expand Down Expand Up @@ -119,39 +144,16 @@ BEGIN_VS_SHADER( RDCharacter, "Alien Swarm: Reactive Drop character shader" )
SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" )
SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" )

SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" )
SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." )

SHADER_PARAM( SHADERSRGBREAD360, SHADER_PARAM_TYPE_BOOL, "0", "Simulate srgb read in shader code" )

SHADER_PARAM( AMBIENTOCCLUSION, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of screen space ambient occlusion to use (0..1 range)" )

SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" )

SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation" )

SHADER_PARAM( DESATURATEWITHBASEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating." )

SHADER_PARAM( ALLOWDIFFUSEMODULATION, SHADER_PARAM_TYPE_BOOL, "1", "Allow per-instance color modulation" )

// vertexlitgeneric envmap fresnel control
SHADER_PARAM( ENVMAPFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.0 1.0 2.0]", "Min/max fresnel range and exponent for vertexlitgeneric" )
SHADER_PARAM( BASEALPHAENVMAPMASKMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[1.0 0.0 1.0]", "" )

// This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong,
// so the only safe way to allow artists to disable half lambert is to create this param that disables the
// default behavior of forcing half lambert on.
SHADER_PARAM( PHONGDISABLEHALFLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Disable half lambert for phong" )

SHADER_PARAM( TINTMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Separate tint mask texture (as opposed to using basetexture alpha)" )
SHADER_PARAM( HSV, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "HSV color to transform $basetexture texture with" )

// Character Proxy
SHADER_PARAM( CHARACTER_PROXY_ATTACHED, SHADER_PARAM_TYPE_BOOL, "0", "Flag to determine whether material proxy has been successfully attached" )
SHADER_PARAM( CHARACTER_TEAM_COLOR, SHADER_PARAM_TYPE_COLOR, "[0 0 0 0]", "Glow color and intensity for team highlights." )
SHADER_PARAM( CHARACTER_STATUS_FX, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Intensity for fire, ice, shock, and night vision effects." )
SHADER_PARAM( CHARACTER_BURNING_LAYER, SHADER_PARAM_TYPE_TEXTURE, "effects/TiledFire/fire_tiled", "Fire effect texture" )
SHADER_PARAM( CHARACTER_FROZEN_LAYER, SHADER_PARAM_TYPE_TEXTURE, "effects/model_layer_ice_1", "Ice effect texture" )
SHADER_PARAM( CHARACTER_SHOCK_LAYER, SHADER_PARAM_TYPE_TEXTURE, "effects/model_layer_shock_1", "Shock effect texture" )

// Debugging term for visualizing ambient data on its own
SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )
END_SHADER_PARAMS

void SetupVars( Character_DX9_Vars_t &info )
Expand Down
17 changes: 8 additions & 9 deletions src/materialsystem/stdshaders/character_ps20b.fxc
Original file line number Diff line number Diff line change
Expand Up @@ -211,6 +211,9 @@ float4 main( PS_INPUT i ) : COLOR
baseColor.xyz = lerp(baseColor.xyz, hsv2rgb(baseColorHSV), saturate(baseColor.a + g_fInverseBlendTintByBaseAlpha));
#endif

// Optionally use basealpha to blend in the diffuse modulation (saturated add of g_fInverseBlendTintByBaseAlpha turns this on/off)
baseColor.rgb *= lerp(float3(1.0f, 1.0f, 1.0f), g_DiffuseModulation.rgb, saturate(baseColor.a + g_fInverseBlendTintByBaseAlpha));

float flWrinkleAmount, flStretchAmount, flTextureAmount;
#if ( WRINKLEMAP )
{
Expand Down Expand Up @@ -326,7 +329,6 @@ float4 main( PS_INPUT i ) : COLOR
}
#endif

float3 albedo = baseColor.rgb;

float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
float3 rimLighting = float3( 0.0f, 0.0f, 0.0f );
Expand Down Expand Up @@ -383,10 +385,7 @@ float4 main( PS_INPUT i ) : COLOR
}
#endif

// Optionally use basealpha to blend in the diffuse modulation (saturated add of g_fInverseBlendTintByBaseAlpha turns this on/off)
diffuseLighting *= lerp( float3( 1.0f, 1.0f, 1.0f ), g_DiffuseModulation.rgb, saturate( baseColor.a + g_fInverseBlendTintByBaseAlpha ) );

float3 diffuseComponent = albedo * diffuseLighting;
float3 diffuseComponent = baseColor.rgb * diffuseLighting;

#if ( SELFILLUM && !FLASHLIGHT )
{
Expand All @@ -397,13 +396,13 @@ float4 main( PS_INPUT i ) : COLOR
float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy );
vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl );
float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, vEyeDir.xyz ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo * g_SelfIllumScaleBiasExpBrightness.w, vSelfIllumMask.rgb * saturate( flSelfIllumFresnel ) );
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * baseColor.rgb * g_SelfIllumScaleBiasExpBrightness.w, vSelfIllumMask.rgb * saturate( flSelfIllumFresnel ) );
}
#else
{
float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy );
vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl );
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo, vSelfIllumMask );
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * baseColor.rgb, vSelfIllumMask );
}
#endif

Expand All @@ -415,11 +414,11 @@ float4 main( PS_INPUT i ) : COLOR
{
if ( g_fNightVisionAmount < 1.0 )
{
diffuseComponent = lerp( diffuseComponent, albedo, g_fNightVisionAmount );
diffuseComponent = lerp( diffuseComponent, baseColor.rgb, g_fNightVisionAmount );
}
else
{
diffuseComponent = albedo * g_fNightVisionAmount;
diffuseComponent = baseColor.rgb * g_fNightVisionAmount;
}
}
#endif
Expand Down