ShaderRoof
From SimsWiki
EP6-BV
0xCD7FE87A
0x1C0532FA
0x9B41704F
0xFF5D60B5
# roof
#
# roof material definitions.
#
# material for roof preview when they're displayed
define RoofPreviewMaterial()
material
shader -layer 9999
vertexFormatPred position 0 true
vertexFormatPred normal 0 true
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
pass -fixedFunction
colorScalar (0.5, 0.4, 0.4, 1.0)
create LightingStatesNoStdLights()
depthTest true -enableDepthWrite true
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
pass -fixedFunction
create LightingStatesNoStdLights()
fillmode wireframe
cullmode none
depthTest true -enableDepthWrite false
colorScalar (0, 0, 0)
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
define RoofPreviewMaterialBack()
material
shader -layer 9999
vertexFormatPred position 0 true
vertexFormatPred normal 0 true
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
pass -fixedFunction
colorScalar (0.25, 0.1, 0.1, 1.0)
create LightingStatesNoStdLights()
depthTest true -enableDepthWrite true
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
define RoofPreviewMaterialStrip()
material
shader -layer 9999
vertexFormatPred position 0 true
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
pass -fixedFunction
colorScalar (1.0, 1.0, 1.0, 1.0)
create LightingStatesNoStdLights()
depthTest true -enableDepthWrite false
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
define RoofPreviewMaterialUpperStrip()
material
shader -layer 9999
vertexFormatPred position 0 true
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
pass -fixedFunction
colorScalar (1.0, 0.0, 0.0, 1.0)
create LightingStatesNoStdLights()
depthTest true -enableDepthWrite false
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
define RoofPreviewMaterialTopBoundary()
material
shader -layer 9999
vertexFormatPred position 0 true
vertexFormatPred normal 0 true
vertexFormatPred blendindices 0 false
vertexFormatPred targetindices 0 false
pass -fixedFunction
colorScalar (0.4, 0, 0.1, 1.0)
create LightingStatesNoStdLights()
depthTest true -enableDepthWrite true
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
pass -fixedFunction
create LightingStatesNoStdLights()
fillmode wireframe
depthTest true -enableDepthWrite false
colorScalar (0, 0, 0)
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
define RoofBumps()
material
shader -layer 0
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
pass
shaderProgram -target vertexProgram -method compile -version 2_0
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID geomToCamera -constantCount 3
bindConstants 7 -bindingID cameraToGeom -constantCount 3
bindConstants 10 -bindingID allStandardLightData -constantCount 4 -constantType float
bindConstants 14 -bindingID immediateData -data $stdMatDiffCoef
bindConstants 15 -bindingID ambientLight -constantCount 1 -constantType float
bindConstants 18 -bindingID allStandardLightData2 -constantCount 32
shaderSource
float4x4 modelviewproj : register(c0);
float4x3 modelview : register(c4);
float4x3 modelviewInv : register(c7);
// light direction
float4 lightDir0 : register(c18);
float4 lightDir1 : register(c19);
float4 lightDir2 : register(c20);
// light colors
float4 lightCol0 : register(c26);
float4 lightCol1 : register(c27);
float4 lightCol2 : register(c28);
float4 color : register(c14);
float4 ambient : register(c15);
struct a2v
{
float4 pos : POSITION;
float3 normal : NORMAL;
float2 txcoord : TEXCOORD0;
float2 tangent : TEXCOORD1;
};
struct v2f
{
float4 hpos : POSITION;
float4 color : COLOR0;
float4 ambient : COLOR1;
float2 txcoord : TEXCOORD0;
float3 lightDir0: TEXCOORD1;
float3 lightDir1: TEXCOORD2;
float3 lightDir2: TEXCOORD3;
float3 lightCol0: TEXCOORD4;
float3 lightCol1: TEXCOORD5;
float3 lightCol2: TEXCOORD6;
float3 normal : TEXCOORD7;
};
v2f VertexMain(a2v IN)
{
v2f OUT;
// vertex position in object space
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
// vertex position in clip space
OUT.hpos = mul(pos, modelviewproj);
float3 tangent = float3(IN.tangent.x, IN.tangent.y, 0);
// compute binormal
float3 binormal = normalize(cross(IN.normal, tangent));
// tangent space matrix
float3x3 tbn = float3x3(tangent, binormal, IN.normal);
// light direction in object space
float3 lt0 = mul(lightDir0, (float3x3)modelviewInv);
float3 lt1 = mul(lightDir1, (float3x3)modelviewInv);
float3 lt2 = mul(lightDir2, (float3x3)modelviewInv);
// light 0 direction in tangent space
OUT.lightDir0 = normalize(mul(tbn, lt0));
OUT.lightDir1 = normalize(mul(tbn, lt1));
OUT.lightDir2 = normalize(mul(tbn, lt2));
OUT.lightCol0 = lightCol0;
OUT.lightCol1 = lightCol1;
OUT.lightCol2 = lightCol2;
// copy texture coordinates
OUT.txcoord=IN.txcoord.xy;
OUT.color = color;
OUT.color.a = 1;
OUT.ambient = ambient;
OUT.normal = IN.normal;
return OUT;
}
endShaderSource
end # end shader program
shaderProgram -target pixelProgram -method compile -version 1_4 #-disassemble "c:\sims2ep3\hlslPS.txt"
shaderSource
sampler texmap;
sampler normmap;
sampler roofnoise;
struct v2f
{
float4 hpos : POSITION;
float4 color : COLOR0;
float4 ambient : COLOR1;
float2 txcoord : TEXCOORD0;
float3 lightDir0: TEXCOORD1;
float3 lightDir1: TEXCOORD2;
float3 lightDir2: TEXCOORD3;
float3 lightCol0: TEXCOORD4;
float3 lightCol1: TEXCOORD5;
//float3 lightCol2: TEXCOORD6;
//float3 normal : TEXCOORD7;
};
float4 PixelMain(v2f pi) : COLOR
{
// normal map
float4 normal = tex2D(normmap, pi.txcoord);
//bump.xyz = 4.0 * (bump.xyz - (0.5).xxx);
// bump.z = pi.normal.z;
//float3 normal = normalize(bump);
// color map
float4 color = tex2D(texmap, pi.txcoord);
float diff0 = saturate(dot(pi.lightDir0, normal.xyz));
//float diff1 = saturate(dot(pi.lightDir1, normal.xyz));
//float diff2 = saturate(dot(pi.lightDir2, normal.xyz));
float4 finalColor;
finalColor.rgb = diff0;//(diff0*pi.lightCol0 + diff1*pi.lightCol1 + diff2 + pi.ambient)*pi.color.rgb*color.rgb;
finalColor.a = 1.0;
return finalColor;
}
endShaderSource
end
sampler normmap
texture "roof-manor-test-bump"#$stdMatNormalMapTextureName
textureAddressing clamp clamp clamp
end
sampler 1#texmap
texture $stdMatBaseTextureName
textureAddressing clamp clamp clamp
end
end # end pass
end #end shader
end # end material
enddef
define RoofSnow()
material
shader -layer 2
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
validateRenderShaderContext -vertexFormat texcoord 1 required
pass
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
cullmode $stdMatCullMode
#fillmode wireframe
shaderProgram -target vertexProgram -method compile -version 2_0
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID geomToCamera -constantCount 3
bindConstants 7 -bindingID cameraToGeom -constantCount 3
bindConstants 15 -bindingID ambientLight -constantCount 1 -constantType float
bindConstants 18 -bindingID allStandardLightData -constantCount 4 -constantType float
shaderSource
float4x4 modelviewproj : register(c0);
float4x3 modelview : register(c4);
float4x3 modelviewInv : register(c7);
// light direction
float4 lightDir0 : register(c18);
float4 ambient : register(c15);
struct a2v
{
float4 pos : POSITION;
float3 normal : NORMAL;
float2 tangent : TEXCOORD0;
};
struct v2f
{
float4 hpos : POSITION;
float4 color : TEXCOORD0;
float3 camNormal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float3 R : TEXCOORD3;
float3 tanLightDir : TEXCOORD4;
float2 bumpCoords : TEXCOORD5;
};
v2f VertexMain(a2v IN)
{
v2f OUT;
// vertex position in object space
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
float3 tangent = float3(IN.tangent.x, IN.tangent.y, 0);
// compute binormal
float3 binormal = normalize(cross(IN.normal, tangent));
// tangent space matrix
float3x3 tbn = float3x3(tangent, binormal, IN.normal);
// light direction in object space
float3 lt0 = mul(lightDir0, (float3x3)modelviewInv);
// light 0 direction in tangent space
OUT.tanLightDir = normalize(mul(tbn, lt0));
OUT.bumpCoords = float2(IN.pos.x, IN.pos.y);
// vertex position in clip space
OUT.hpos = mul(pos, modelviewproj);
// copy texture coordinates
OUT.camNormal = mul(IN.normal, (float3x3)modelview);
float3 cameraSpacePosition = mul( pos, modelview);
float3 viewVector = normalize(cameraSpacePosition);
OUT.R = reflect(viewVector, OUT.camNormal);
OUT.color.xyz = tangent*0.5f.xxx + 0.5f.xxx;//ambient.xyz;
OUT.color.w = 1.0;
OUT.lightDir.xyz = lightDir0.xyz;
return OUT;
}
endShaderSource
end # end shader program
shaderProgram -target pixelProgram -method compile -version 2_0 # -disassemble "c:\sims2ep3\hlslPS.txt"
shaderSource
struct v2f
{
float4 hpos : POSITION;
float4 color : TEXCOORD0;
float3 camNormal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float3 R : TEXCOORD3;
float3 tanLightDir : TEXCOORD4;
float2 bumpCoords : TEXCOORD5;
};
float4 PixelMain(v2f pi) : COLOR
{
return pi.color;
//return float4(0, 0, 0, 1) + 0.8*max(dot(pi.camNormal, pi.lightDir), 0).xxxx + pi.color;
}
endShaderSource
end
end # end pass
end #end shader
end # end material
enddef
define RoofSnowPS2()
shaderProgram -target pixelProgram -method compile -version 2_0 # -disassemble "c:\sims2ep5\hlslPS.txt"
bindConstants 0 -bindingID ambientLight -constantCount 1 -constantType float
shaderSource
float3 ambientLight : register(c0);
sampler normmap;
struct v2f
{
float4 hpos : POSITION;
float4 color : COLOR0;
float4 tanHalfAngle : TEXCOORD0;
float3 lightColor : TEXCOORD1;
float3 tanLightDir : TEXCOORD2;
float2 bumpCoords : TEXCOORD3;
};
float4 PixelMain(v2f pi) : COLOR
{
float4 normal0 = 2.0f * (tex2D(normmap, pi.bumpCoords) - 0.5f);
float4 normal1 = 2.0f * (tex2D(normmap, pi.bumpCoords*0.4) - 0.5f);
float4 normal = 0.5f*(normal0+normal1);
float diffuse = saturate(dot(pi.tanLightDir, normal.xyz))*0.6f;
return float4(float3(diffuse.xxx*float3(0.9,0.9,1) + ambientLight.xxx*0.8)*pi.lightColor.xyz, 1.0);
}
endShaderSource
end
enddef
define RoofSnowPS1()
shaderProgram -target pixelProgram -method compile -version 1_1 # -disassemble "c:\sims2ep5\hlslPS.txt"
bindConstants 0 -bindingID ambientLight -constantCount 1 -constantType float
shaderSource
float3 ambientLight : register(c0);
sampler normmap;
struct v2f
{
float4 hpos : POSITION;
float4 color : COLOR0;
float4 tanHalfAngle : TEXCOORD0;
float3 lightColor : TEXCOORD1;
float3 tanLightDir : TEXCOORD2;
float2 bumpCoords : TEXCOORD3;
};
float4 PixelMain(v2f pi) : COLOR
{
float4 normal = 2.0f * (tex2D(normmap, pi.bumpCoords) - 0.5f);
float diffuse = saturate(dot(pi.tanLightDir, normal.xyz))*0.57f;
return float4(float3(diffuse.xxx*float3(0.85,0.85,1) + ambientLight.xxx)*pi.lightColor.xyz, 1.0);
}
endShaderSource
end
enddef
define RoofSnow2()
material
shader -layer -2
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
validateRenderShaderContext -vertexFormat texcoord 1 required
pass
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
cullmode $stdMatCullMode
#fillmode wireframe
shaderProgram -target vertexProgram -method compile -version 1_1
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID geomToCamera -constantCount 3
bindConstants 7 -bindingID cameraToGeom -constantCount 3
bindConstants 15 -bindingID ambientLight -constantCount 1 -constantType float
bindConstants 18 -bindingID allStandardLightData -constantCount 4 -constantType float
if (tsIsDay)
bindConstants 10 -bindingID immediateData -data (1, 1, 1, 1)
else
bindConstants 10 -bindingID immediateData -data (0.47, 0.47, 1.2, 1)
endif
shaderSource
float4x4 modelviewproj : register(c0);
float4x3 modelview : register(c4);
float4x3 modelviewInv : register(c7);
// light direction
float4 lightDir0 : register(c18);
float4 lightColor0 : register(c10);
float4 ambient : register(c15);
struct a2v
{
float4 pos : POSITION;
float3 normal : NORMAL;
float2 tangent : TEXCOORD0;
float2 bumpcoord : TEXCOORD1;
};
struct v2f
{
float4 hpos : POSITION;
float4 color : COLOR0;
float4 tanHalfAngle : TEXCOORD0;
float3 lightColor : TEXCOORD1;
float3 tanLightDir : TEXCOORD2;
float2 bumpCoords : TEXCOORD3;
};
v2f VertexMain(a2v IN)
{
v2f OUT;
// vertex position in object space
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
float3 tangent = float3(IN.tangent.x, IN.tangent.y, 0);
// compute binormal
float3 binormal = normalize(cross(IN.normal, tangent));
// tangent space matrix
float3x3 tbn = float3x3(tangent, binormal, IN.normal);
// light direction in object space
float3 lt0 = mul(lightDir0, (float3x3)modelviewInv);
// light 0 direction in tangent space
OUT.tanLightDir = normalize(mul(tbn, lt0));
OUT.bumpCoords = float2(IN.bumpcoord.x, IN.bumpcoord.y);
// compute tangent space view vector
// object space view point
float3 viewPoint = mul(float4(0, 0, 0, 1), modelviewInv).xyz;
float3 viewVecObj = normalize(viewPoint - IN.pos.xyz);
// object space light
float3 lightDirObj = normalize(mul(lightDir0, (float3x3)modelviewInv));
// half angle vector in object space
float3 halfWayVector = normalize(lightDirObj + viewVecObj);
// transform half angle vector to tangent space
OUT.tanHalfAngle.xyz = normalize(mul(tbn, halfWayVector));
// specular shadowing term
OUT.tanHalfAngle.w = max(dot(halfWayVector, IN.normal), 0);
// vertex position in clip space
OUT.hpos = mul(pos, modelviewproj);
OUT.color.xyz = ambient.xyz;
OUT.color.w = 1.0;
OUT.lightColor = lightColor0.xyz;
return OUT;
}
endShaderSource
end # end shader program
if ($useHWShader1Path)
create RoofSnowPS1()
else
create RoofSnowPS2()
endif
sampler normmap
texture "snow-ground-bump"
textureAddressing tile tile
end
end # end pass
end #end shader
end # end material
enddef
materialDefinition RoofPreview
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.4, 0.385, 0.38)
addParam stdMatBaseTextureName roof-manor
addParam stdMatBaseTextureEnabled true
addParam stdMatCullMode none
end
materialDefinition RoofUnder
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.8, 0.8, 0.8)
addParam stdMatBaseTextureName roof-manor-under
addParam stdMatBaseTextureEnabled true
addParam stdMatCullMode none
end
materialDefinition RoofTrim
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.8, 0.8, 0.8)
addParam stdMatBaseTextureName roof-manor-trim
addParam stdMatBaseTextureEnabled true
addParam stdMatCullMode none
end
materialDefinition RoofPreviewTopBoundary
setDefinition RoofPreviewMaterialTopBoundary
end
define RoofTopMaterial()
material
shader -layer 0
seti snowLevel tsHasSnow
seti rainLevel tsHasRain
if ($rainLevel >= 1)
pass -fixedFunction -modifiedEachFrameHint
else
pass -fixedFunction
endif
setb doSkinning false
setb doMorphing false
setb cutoutPass false
create CommonStandardMaterialSetup()
stage
create StandardShaderTextureState(Base)
textureBlend multiplyScale2(texture outRegister) multiply(texture outRegister)
end
if ($rainLevel >= 1)
# first pass at roof rain stage
stage
ffTextureCoordsSource 0
texture "causticstiled"
textureMatrixAnimation -targetType fixedFunction -atrans sawtooth .1 0 (0,1) (0,0)
colorScalar (1.0, 0.98, 1.0, .9)
textureAddressing tile tile
textureBlend lerpColorScalarAlpha(outRegister texture) lerpColorScalarAlpha(colorScalar)
end
endif
end
if ($snowLevel = 1 and viewerRenderType != $kRenderTypeImposter)
pass -fixedFunction
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
depthTest true -enableDepthWrite false
depthTestFunction acceptIfLessOrEqual
create LightingStates()
colorScalar (0.25, 0.25, 0.35, 1)
stage
texture "snow-light-roof-pass1"
ffTextureCoordsSource fromPosition
ffTextureMatrix -cameraToGlobal -scalev (6, 6) -invert
textureAddressing tile tile
textureFilterHint bilinear bilinear
textureBlend multiplyAdd(texture diffuse colorScalar) select(texture)
end
end
endif
end
end
enddef
define RoofSnowShader()
create DetermineHardwareSupport()
if (viewerRenderType != $kRenderTypeImposter)
if ($useHWShader1Path or $useHWShader2Path)
create RoofSnow2()
else
create RoofSnowFF()
endif
else
create Null()
endif
enddef
define RoofSnowFF()
material
shader -layer 0
pass -fixedFunction
create LightingStates()
create AttenuatedMatCoef(1)
depthTest true -enableDepthWrite true
colorScalar (1.0, 0.98, 1.0, 1)
stage
textureBlend multiply(colorScalar diffuse) select(texture)
end #end stage
end
end
end
enddef
materialDefinition RoofSnowMaterial
setDefinition RoofSnowShader
addParam stdMatCullMode none
end
# texture, lit, normal mappedm, no specular
materialDefinition RoofTop
setDefinition RoofTopMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.4, 0.385, 0.38)
addParam stdMatBaseTextureName roof-manor
addParam stdMatBaseTextureEnabled true
addParam stdMatBaseTextureAddressingU clamp
addParam stdMatBaseTextureAddressingV clamp
addParam stdMatBaseTextureAddressingW clamp
addParam stdMatCullMode none
end
materialDefinition RoofEdges
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.8, 0.8, 0.8)
addParam stdMatBaseTextureName roof-manor-edges
addParam stdMatBaseTextureEnabled true
addParam stdMatCullMode none
end
# texture, lit, normal mappedm, no specular
materialDefinition RoofTopThumbnail
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.8, 0.75, 0.75)
addParam stdMatBaseTextureName roof-manor
addParam stdMatBaseTextureEnabled true
addParam stdMatNormalMapTextureName roof-manor-bump
addParam stdMatNormalMapTextureEnabled true
end
# texture, lit, normal mappedm, no specular
# modify this material for roof highlights
materialDefinition RoofTopHighlight
setDefinition StandardMaterial
addParam stdMatSpecPower 0
addParam stdMatDiffCoef (0.4, 0.385, 0.38)
addParam stdMatBaseTextureName roof-redtile
addParam stdMatBaseTextureEnabled true
addParam stdMatNormalMapTextureName roof-redtile-bump
addParam stdMatNormalMapTextureEnabled true
addParam stdMatBaseTextureAddressingU clamp
addParam stdMatBaseTextureAddressingV clamp
addParam stdMatBaseTextureAddressingW clamp
addParam stdMatNormalMapTextureAddressingU clamp
addParam stdMatNormalMapTextureAddressingV clamp
addParam stdMatNormalMapTextureAddressingW clamp
end
##############################################################
# Roofs custom
#
define RoofMaterialFF()
material
shader -layer $roofLayer
pass -fixedFunction
create LightingStates()
create AttenuatedMatCoef(1)
ffDepthOffset 2
depthTest true -enableDepthWrite false
stage
texture $stdMatBaseTextureName
textureAddressing clamp clamp
ffTextureCoordsSource 0
textureBlend multiply(texture diffuse) select(texture)
end #end stage
end #pass
end #end shader
end #end material
enddef
materialDefinition RoofMaterialStrips
addParam stdMatBaseTextureName roof-manor
addParam stdMatDiffCoef (0.4, 0.385, 0.38)
addParam stdMatSpecPower 0
addParam stdMatEmissiveCoef 0,0,0
addParam stdMatSpecCoef 0,0,0
addParam roofLayer 2
setDefinition RoofMaterialFF
end