source-engine/materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "HASALPHAMASK" "0..1"
// STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
#if( HASSTATICTEXTURE )
sampler StaticTextureSampler : register( s0 );
# if( HASALPHAMASK )
sampler AlphaMaskSampler : register( s1 );
# endif
#else
# if( HASALPHAMASK )
sampler AlphaMaskSampler : register( s0 );
# endif
#endif
struct PS_INPUT
{
float4 vProjPos : POSITION;
//vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue
#if( HASSTATICTEXTURE )
float2 vStaticTexCoord : TEXCOORD0;
# if( HASALPHAMASK )
float2 vAlphaMaskTexCoord : TEXCOORD1;
# endif
#else
# if( HASALPHAMASK )
float2 vAlphaMaskTexCoord : TEXCOORD0;
# else
float2 vUnusedTexCoord1 : TEXCOORD0;
# endif
float2 vUnusedTexCoord2 : TEXCOORD1;
#endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
HALF4 result;
# if( HASSTATICTEXTURE )
result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb;
# else
result.rgb = 0.25; //without a static texture, just be gray
# endif
# if( HASALPHAMASK )
result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha
# else
result.a = g_StaticAmount.x; //when static reaches 0, fades away completely
# endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}