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https://github.com/nillerusr/source-engine.git
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70 lines
1.9 KiB
Plaintext
70 lines
1.9 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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#define HDRTYPE HDR_TYPE_NONE
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#define HDRENABLED 0
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#include "common_ps_fxc.h"
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sampler AlbedoSampler : register( s0 );
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sampler NormalSampler : register( s1 );
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sampler PositionSampler : register( s2 );
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sampler AccBuf_In : register( s3 );
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float4 EyePosition : register (c10);
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float4 Light_origin : register( c0 );
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#define INNER_COS (Light_origin.w)
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#define OUTER_COS (Light_dir.w)
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float4 Light_dir : register( c1 );
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float4 Light_attn : register (c2);
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#define QUADRATIC_ATTN (Light_attn.x)
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#define LINEAR_ATTN (Light_attn.y)
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#define CONSTANT_ATTN (Light_attn.z)
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#define SCALE_FACTOR (Light_attn.w)
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float3 Light_color: register(c3);
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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float Lerp5(float f1, float f2, float i1, float i2, float x)
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{
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return f1+(f2-f1)*(x-i1)/(i2-i1);
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 normal=tex2D( NormalSampler, i.texCoord );
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float4 albedo=tex2D( AlbedoSampler, i.texCoord );
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float4 pos=tex2D( PositionSampler, i.texCoord );
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float3 old_acc=tex2D( AccBuf_In, i.texCoord );
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// pos.xyz+=EyePosition.xyz;
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float3 ldir=Light_origin.xyz-pos.xyz;
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float dist=sqrt(dot(ldir,ldir));
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ldir=normalize(ldir);
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float spot_dot=dot(ldir,-Light_dir);
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float3 ret=Light_color*0.09*albedo.xyz; // ambient
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float dist_falloff=(SCALE_FACTOR/(QUADRATIC_ATTN*dist*dist+LINEAR_ATTN*dist+CONSTANT_ATTN));
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if (spot_dot>OUTER_COS)
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{
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float falloff=1;
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if (spot_dot<INNER_COS)
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{
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falloff=Lerp5(1,0,INNER_COS,OUTER_COS,spot_dot);
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}
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float dotprod=max(0,dot(ldir.xyz,normal.xyz));
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ret+=dotprod*falloff*(Light_color*albedo.xyz);
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}
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else
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dist_falloff=min(1,dist_falloff);
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ret*=dist_falloff;
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// ret=float3(1,0,0);
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return FinalOutput( float4(ret+old_acc,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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