mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
||
|
|
||
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
||
|
|
||
|
#include "common_ps_fxc.h"
|
||
|
#include "shader_constant_register_map.h"
|
||
|
|
||
|
sampler BaseTextureSampler : register( s0 );
|
||
|
sampler LightMap0Sampler : register( s1 );
|
||
|
sampler LightMap1Sampler : register( s2 );
|
||
|
sampler LightMap2Sampler : register( s3 );
|
||
|
|
||
|
const float4 g_LightMap0Color : register( c0 );
|
||
|
const float4 g_LightMap1Color : register( c1 );
|
||
|
const float4 g_LightMap2Color : register( c2 );
|
||
|
const float4 g_ModulationColor : register( c3 );
|
||
|
|
||
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
||
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
||
|
|
||
|
|
||
|
struct PS_INPUT
|
||
|
{
|
||
|
float4 vProjPos : POSITION;
|
||
|
float2 vTexCoord0 : TEXCOORD0;
|
||
|
float2 vTexCoord1 : TEXCOORD1;
|
||
|
float2 vTexCoord2 : TEXCOORD2;
|
||
|
float2 vTexCoord3 : TEXCOORD3;
|
||
|
float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
|
||
|
|
||
|
float4 vColor : COLOR0;
|
||
|
};
|
||
|
|
||
|
float4 main( PS_INPUT i ) : COLOR
|
||
|
{
|
||
|
float4 resultColor;
|
||
|
|
||
|
// output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
|
||
|
// lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
|
||
|
// lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
|
||
|
resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color;
|
||
|
resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor;
|
||
|
resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor;
|
||
|
|
||
|
// Modulate by decal texture
|
||
|
float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
|
||
|
resultColor.rgb = resultColor * decalColor;
|
||
|
resultColor.a = decalColor.a;
|
||
|
|
||
|
// Modulate by constant color
|
||
|
resultColor = resultColor * g_ModulationColor;
|
||
|
|
||
|
// Modulate by per-vertex factor
|
||
|
resultColor = resultColor * i.vColor;
|
||
|
|
||
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
||
|
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
|
||
|
}
|