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111 lines
3.3 KiB
Plaintext
111 lines
3.3 KiB
Plaintext
// 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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// STATIC: "BASETEXTURE" "0..1"
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// STATIC: "MULTITEXTURE" "0..1"
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// STATIC: "REFLECT" "0..1"
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// STATIC: "REFRACT" "0..1"
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// STATIC: "ABOVEWATER" "0..1"
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// STATIC: "BLURRY_REFRACT" "0..1" [ps20b]
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// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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// SKIP: $MULTITEXTURE && $BASETEXTURE
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#if defined(SHADER_MODEL_PS_2_0)
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# define BLURRY_REFRACT 0
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "water_ps2x_helper.h"
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sampler RefractSampler : register( s0 );
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#if BASETEXTURE
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sampler BaseTextureSampler : register( s1 );
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#endif
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sampler ReflectSampler : register( s2 );
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#if BASETEXTURE
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sampler LightmapSampler : register( s3 );
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#endif
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sampler NormalSampler : register( s4 );
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const HALF4 vRefractTint : register( c1 );
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const HALF4 vReflectTint : register( c4 );
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const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
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const HALF4 g_WaterFogColor : register( c6 );
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const HALF4 g_WaterFogParams : register( c7 );
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const float4 g_PixelFogParams : register( c8 );
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#define g_WaterFogStart g_WaterFogParams.x
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#define g_WaterFogEndMinusStart g_WaterFogParams.y
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#define g_Reflect_OverBright g_WaterFogParams.z
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struct PS_INPUT
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{
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float2 vBumpTexCoord : TEXCOORD0;
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half3 vTangentEyeVect : TEXCOORD1;
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float4 vReflectXY_vRefractYX : TEXCOORD2;
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float W : TEXCOORD3;
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float4 vProjPos : TEXCOORD4;
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float screenCoord : TEXCOORD5;
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#if MULTITEXTURE
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float4 vExtraBumpTexCoord : TEXCOORD6;
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#endif
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#if BASETEXTURE
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// CENTROID: TEXCOORD6
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HALF4 lightmapTexCoord1And2 : TEXCOORD6;
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// CENTROID: TEXCOORD7
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HALF4 lightmapTexCoord3 : TEXCOORD7;
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#endif
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float4 fogFactorW : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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DrawWater_params_t params;
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params.vBumpTexCoord = i.vBumpTexCoord;
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#if MULTITEXTURE
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params.vExtraBumpTexCoord = i.vExtraBumpTexCoord;
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#endif
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params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX;
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params.w = i.W;
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params.vReflectRefractScale = g_ReflectRefractScale;
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params.fReflectOverbright = g_Reflect_OverBright;
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params.vReflectTint = vReflectTint;
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params.vRefractTint = vRefractTint;
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params.vTangentEyeVect = i.vTangentEyeVect;
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params.waterFogColor = g_WaterFogColor;
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#if BASETEXTURE
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params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2;
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params.lightmapTexCoord3 = i.lightmapTexCoord3;
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#endif
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params.vProjPos = i.vProjPos;
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params.pixelFogParams = g_PixelFogParams;
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params.fWaterFogStart = g_WaterFogStart;
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params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart;
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float4 result;
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float fogFactor;
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DrawWater( params,
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// yay. . can't put sampler in a struct.
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#if BASETEXTURE
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BaseTextureSampler,
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LightmapSampler,
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#endif
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NormalSampler, RefractSampler, ReflectSampler,
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result, fogFactor );
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return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
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}
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