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