#version 450 layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_color; layout(location = 2) in vec3 in_normal; layout(location = 3) in vec2 in_uv; layout(location = 4) in vec2 in_detail_uv; layout(location = 5) in float in_overlay_alpha; layout(location = 0) out vec3 out_color; layout(location = 1) out vec2 out_uv; layout(location = 2) out vec2 out_detail_uv; layout(location = 3) out float out_overlay_alpha; // Native D3D vertex fog is written to SPECULAR.a and interpolated by the // fixed-function rasterizer. Keep the existing varying slot, but carry only // that scalar instead of recomputing distance in the fragment stage. layout(location = 4) out float out_fog_factor; layout(location = 5) out vec3 out_base_diffuse; layout(location = 6) out vec3 out_base_specular; layout(location = 7) out vec3 out_overlay_diffuse; layout(location = 8) out vec3 out_overlay_specular; layout(std140, set = 0, binding = 4) uniform FrameConstants { mat4 clip_from_world; vec4 directional_direction[4]; vec4 directional_rgb[4]; vec4 directional_coefficients[4]; vec4 point_position_range; vec4 point_rgb_active; vec4 point_coefficients_active; vec4 lighting_floor; vec4 fog_color; vec4 fog_distances; vec4 camera_position; } frame; layout(std430, set = 0, binding = 5) readonly buffer MaterialSpecular { vec4 base; vec4 overlay; } material_specular; layout(push_constant) uniform MaterialConstants { layout(offset = 0) float alpha_cutoff; layout(offset = 4) float diffuse_alpha; layout(offset = 8) float overlay_diffuse_alpha; layout(offset = 12) float directional_r; layout(offset = 16) float directional_g; layout(offset = 20) float directional_b; layout(offset = 24) float additive_r; layout(offset = 28) float additive_g; layout(offset = 32) float additive_b; layout(offset = 36) float overlay_directional_r; layout(offset = 40) float overlay_directional_g; layout(offset = 44) float overlay_directional_b; layout(offset = 48) float overlay_additive_r; layout(offset = 52) float overlay_additive_g; layout(offset = 56) float overlay_additive_b; layout(offset = 60) float base_page_x; layout(offset = 64) float base_page_y; layout(offset = 68) float base_page_w; layout(offset = 72) float base_page_h; layout(offset = 76) float detail_page_x; layout(offset = 80) float detail_page_y; layout(offset = 84) float detail_page_w; layout(offset = 88) float detail_page_h; layout(offset = 92) float overlay_page_x; layout(offset = 96) float overlay_page_y; layout(offset = 100) float overlay_page_w; layout(offset = 104) float overlay_page_h; layout(offset = 108) float overlay_detail_page_x; layout(offset = 112) float overlay_detail_page_y; layout(offset = 116) float overlay_detail_page_w; layout(offset = 120) float overlay_detail_page_h; layout(offset = 124) float material_mode; } material; struct LightingTerms { vec3 diffuse; vec3 specular; }; float native_range_compress(float value) { if (value <= 1.0) { return value; } if (value <= 7.0) { return value / 6.0 + 5.0 / 6.0; } return 2.0; } float native_specular_curve(float value) { if (value <= 1.0) { return 0.8 * value; } if (value <= 3.0) { return 0.1 * value + 0.7; } return 1.0; } // The original callback uses the reflected vector and squares the cosine for // power-1 iterations. A bounded loop keeps the native byte power while // remaining valid for every material record. float native_specular_power(float cosine, float power) { // CShade enables specular only when the material power byte is non-zero. if (power <= 0.0 || cosine <= 0.0) { return 0.0; } float result = cosine; int iterations = clamp(int(power) - 1, 0, 254); for (int index = 0; index < 254; ++index) { if (index >= iterations) { break; } result *= result; } return result; } float native_fog_factor(vec3 world_position) { float fog_span = frame.fog_distances.y - frame.fog_distances.x; float distance_to_camera = distance(world_position, frame.camera_position.xyz); if (fog_span <= 0.000001 || distance_to_camera <= frame.fog_distances.x) { return 0.0; } return clamp((distance_to_camera - frame.fog_distances.x) / fog_span, 0.0, 1.0); } vec3 normalized_or(vec3 value, vec3 fallback) { float length_squared = dot(value, value); return length_squared > 0.0000001 ? value * inversesqrt(length_squared) : fallback; } vec3 specular_from_light( vec3 normal, vec3 view_direction, vec3 light_direction, vec3 light_rgb, vec3 material_rgb, float power, float attenuation ) { float ndotl = dot(normal, light_direction); if (ndotl <= 0.0 || attenuation <= 0.0) { return vec3(0.0); } vec3 reflection = reflect(-light_direction, normal); float cosine = max(dot(reflection, view_direction), 0.0); return material_rgb * light_rgb * native_specular_power(cosine, power) * attenuation; } LightingTerms native_material_lighting( vec3 world_position, vec3 normal, vec3 directional_rgb, vec3 additive_rgb, vec3 specular_rgb, float specular_power ) { vec3 accumulated = additive_rgb; vec3 specular = vec3(0.0); vec3 view_direction = normalized_or(frame.camera_position.xyz - world_position, vec3(0.0, 0.0, 1.0)); for (int index = 0; index < 4; ++index) { vec4 direction_record = frame.directional_direction[index]; vec4 rgb_record = frame.directional_rgb[index]; if (direction_record.w <= 0.5 || rgb_record.w <= 0.5) { continue; } vec3 light_direction = normalized_or(-direction_record.xyz, vec3(0.0, 0.0, 1.0)); float ndotl = max(dot(normal, light_direction), 0.0); accumulated += ndotl * directional_rgb * rgb_record.rgb; specular += specular_from_light( normal, view_direction, light_direction, rgb_record.rgb, specular_rgb, specular_power, 1.0 ); } vec4 point_position_range = frame.point_position_range; vec4 point_rgb_active = frame.point_rgb_active; vec4 point_coefficients_active = frame.point_coefficients_active; vec3 to_light = point_position_range.xyz - world_position; float distance_squared = dot(to_light, to_light); float range = point_position_range.w; if (point_rgb_active.w > 0.5 && range > 0.0 && distance_squared <= range * range) { float distance_to_light = sqrt(distance_squared); if (distance_to_light > 0.000001) { vec3 light_direction = to_light / distance_to_light; float ndotl = dot(normal, light_direction); if (ndotl > 0.0) { float t = (range - distance_to_light) / range; float attenuation = point_coefficients_active.x + point_coefficients_active.y * t + point_coefficients_active.z * t * t; attenuation = max(attenuation, 0.0); accumulated += ndotl * directional_rgb * point_rgb_active.rgb * attenuation; specular += specular_from_light( normal, view_direction, light_direction, point_rgb_active.rgb, specular_rgb, specular_power, attenuation ); } } } accumulated = max(accumulated, frame.lighting_floor.rgb); vec3 compressed = vec3( native_range_compress(accumulated.r), native_range_compress(accumulated.g), native_range_compress(accumulated.b) ); LightingTerms terms; terms.diffuse = min(compressed, vec3(1.0)); vec3 total_specular = specular + max(compressed - vec3(1.0), vec3(0.0)); terms.specular = vec3( native_specular_curve(total_specular.r), native_specular_curve(total_specular.g), native_specular_curve(total_specular.b) ); return terms; } void main() { out_color = in_color; out_uv = in_uv; out_detail_uv = in_detail_uv; out_overlay_alpha = in_overlay_alpha; out_fog_factor = native_fog_factor(in_position); int mode = int(round(material.material_mode)); int combiner_mode = mode & 3; if (combiner_mode == 0) { LightingTerms base_terms = native_material_lighting( in_position, in_normal, vec3(material.directional_r, material.directional_g, material.directional_b), vec3(material.additive_r, material.additive_g, material.additive_b), material_specular.base.rgb, material_specular.base.w ); LightingTerms overlay_terms = native_material_lighting( in_position, in_normal, vec3(material.overlay_directional_r, material.overlay_directional_g, material.overlay_directional_b), vec3(material.overlay_additive_r, material.overlay_additive_g, material.overlay_additive_b), material_specular.overlay.rgb, material_specular.overlay.w ); out_base_diffuse = base_terms.diffuse; out_base_specular = base_terms.specular; out_overlay_diffuse = overlay_terms.diffuse; out_overlay_specular = overlay_terms.specular; } else { out_base_diffuse = vec3(1.0); out_base_specular = vec3(0.0); out_overlay_diffuse = vec3(1.0); out_overlay_specular = vec3(0.0); } vec4 clip_position = frame.clip_from_world * vec4(in_position, 1.0); // Sky far-depth is a Vulkan projection choice for layers authored around // the camera. Keep world positions, normals, and UVs intact while placing // the resulting primitive at the far depth; this does not assert native // D3D depth-bit equivalence. if ((mode & 4) != 0) { clip_position.z = clip_position.w; } gl_Position = clip_position; }