mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
68 lines
2.2 KiB
Plaintext
68 lines
2.2 KiB
Plaintext
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|
// STATIC: "DEPTHBLEND" "0..1" [ps20b]
|
|
|
|
#include "shader_constant_register_map.h"
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
|
|
const float4 g_DepthFeatheringConstants : register( c0 );
|
|
|
|
sampler BumpmapSampler : register( s0 );
|
|
sampler DepthSampler : register( s1 );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 vBumpTexCoord : TEXCOORD0;
|
|
float3 vTangentSpaceLightDir : TEXCOORD1;
|
|
float3 vAmbientColor : TEXCOORD2;
|
|
#if defined( _X360 )
|
|
float4 vScreenPos_ReverseZ : TEXCOORD3;
|
|
#else
|
|
float4 vScreenPos : TEXCOORD3;
|
|
#endif
|
|
|
|
float4 vDirLightScale : COLOR0;
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
};
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
|
|
|
|
// Dot the bump normal and the light vector.
|
|
float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
|
|
// so this is now -0.5 to 0.5.
|
|
|
|
float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
|
|
float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5;
|
|
|
|
// Scale by the light color outputted by the vertex shader (ie: based on distance).
|
|
vOutput *= i.vDirLightScale;
|
|
|
|
// Add ambient.
|
|
vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
|
|
|
|
// Alpha = normal map alpha * vertex alpha
|
|
vOutput.a = baseColor.a * i.vDirLightScale.a;
|
|
|
|
//Soft Particles FTW
|
|
# if (DEPTHBLEND == 1)
|
|
# if defined( _X360 )
|
|
vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants );
|
|
# else
|
|
vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants );
|
|
# endif
|
|
# endif
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|
return FinalOutput( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
|
|
}
|
|
|
|
|