mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
67 lines
2.8 KiB
Plaintext
67 lines
2.8 KiB
Plaintext
|
//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|||
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|||
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|||
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
|
|||
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
|
|||
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
|
|||
|
|
|||
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|||
|
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
|
|||
|
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
|
|||
|
|
|||
|
#include "common_flashlight_fxc.h"
|
|||
|
#include "shader_constant_register_map.h"
|
|||
|
|
|||
|
sampler BaseTextureSampler : register( s0 );
|
|||
|
sampler SpotSampler : register( s1 );
|
|||
|
sampler FlashlightDepthSampler : register( s2 );
|
|||
|
sampler RandomRotationSampler : register( s3 );
|
|||
|
|
|||
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|||
|
const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|||
|
const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
|
|||
|
const float4 g_FlashlightAtten : register( PSREG_FLASHLIGHT_ATTENUATION );
|
|||
|
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
|
|||
|
const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
|
|||
|
|
|||
|
struct PS_INPUT
|
|||
|
{
|
|||
|
float2 baseTexCoord : TEXCOORD0; // Base texture coordinates
|
|||
|
float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
|
|||
|
float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
|
|||
|
float4 projPos : TEXCOORD3; // Projective space position
|
|||
|
float3 worldPos : TEXCOORD4; // Necessary for pixel fog
|
|||
|
};
|
|||
|
|
|||
|
float4 main( PS_INPUT i ) : COLOR
|
|||
|
{
|
|||
|
#if defined( SHADER_MODEL_PS_2_0 )
|
|||
|
float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw );
|
|||
|
#else
|
|||
|
float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
|
|||
|
float3 result = tex2D( SpotSampler, vProjCoords );
|
|||
|
#endif
|
|||
|
|
|||
|
result *= cFlashlightColor.rgb;
|
|||
|
|
|||
|
#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
|
|||
|
result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true );
|
|||
|
#endif
|
|||
|
result *= 0.35f; // Without this, unshadowed teeth always seem to glow
|
|||
|
|
|||
|
result *= i.vertAtten; // Distance atten, NdotL and forward vector
|
|||
|
|
|||
|
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
|
|||
|
result *= baseSample.rgb; // Multiply by base map and diffuse
|
|||
|
|
|||
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
|
|||
|
return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
|
|||
|
}
|
|||
|
|