mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-12 19:59:09 +00:00
1
This commit is contained in:
@@ -0,0 +1,34 @@
|
||||
// STATIC: "DEPTH_IN_ALPHA" "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"
|
||||
|
||||
const float4 g_Parameters : register( c0 );
|
||||
|
||||
sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map
|
||||
|
||||
float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR
|
||||
{
|
||||
float fDepth = 0;
|
||||
|
||||
# if (DEPTH_IN_ALPHA == 1)
|
||||
{
|
||||
fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a;
|
||||
|
||||
}
|
||||
# else
|
||||
{
|
||||
# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b
|
||||
{
|
||||
fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r;
|
||||
}
|
||||
# endif
|
||||
}
|
||||
# endif
|
||||
|
||||
fDepth = pow( fDepth, g_Parameters.x );
|
||||
|
||||
return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user