source-engine/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc

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2020-04-22 16:56:21 +00:00
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "MACROS" "0..1"
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler BaseSampler : register( s0 );
// NOTE: LightmapSampler is at the same place as the lightmap sampler in lightmappedgeneric so that we have
// generally the same texture state here.
// CENTROID: TEXCOORD1
sampler LightmapSampler: register( s1 );
sampler BaseSampler2: register( s2 );
sampler LightmapAlphaSampler: register( s3 );
sampler MacrosSampler: register( s4 );
struct PS_INPUT
{
float2 baseCoord : TEXCOORD0;
float2 baseCoord2 : TEXCOORD1;
float2 lightmapCoord : TEXCOORD2;
float2 macrosCoord : TEXCOORD3;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bMacros = MACROS ? true : false;
float4 base = tex2D( BaseSampler, i.baseCoord );
float4 base2 = tex2D( BaseSampler2, i.baseCoord2 );
float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
float blendFactor = lightmap.a;
float4 color = 2.0f * lightmap * lerp( base2, base, blendFactor );
if( bMacros )
{
float4 macros = tex2D( MacrosSampler, i.macrosCoord );
// Not sure what to do with macro alpha
color.rgb *= 2.0f * lerp( macros.a, macros.b, blendFactor );
}
return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}