mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
55 lines
2.1 KiB
Plaintext
55 lines
2.1 KiB
Plaintext
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|
|
|
#if defined( SHADER_MODEL_PS_2_0 )
|
|
# define WRITE_DEPTH_TO_DESTALPHA 0
|
|
#endif
|
|
|
|
#include "common_ps_fxc.h"
|
|
#include "shader_constant_register_map.h"
|
|
|
|
sampler NormalSampler : register( s0 );
|
|
sampler BaseTextureSampler : register( s1 );
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 vTexCoord0 : TEXCOORD0;
|
|
float2 vTexCoord1 : TEXCOORD1;
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
|
|
float4 directionalLightColor : COLOR0;
|
|
float4 fogFactorW : COLOR1;
|
|
};
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map
|
|
float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
|
|
|
|
//Expand compacted vectors
|
|
//TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code )
|
|
vNormalMapDir = (vNormalMapDir - 0.5) * 2.0;
|
|
float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
|
|
|
|
float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
|
|
|
|
// do half-lambert on the dot
|
|
lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
|
|
lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
|
|
|
|
float4 resultColor;
|
|
resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb );
|
|
resultColor.a = textureColor.a * i.directionalLightColor.a;
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
|
|
}
|