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