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64 lines
2.1 KiB
Plaintext
64 lines
2.1 KiB
Plaintext
// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// 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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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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const HALF4 g_ShadowColor : register( c1 );
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const HALF3 g_EyePos : register( c2 );
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const HALF4 g_FogParams : register( c3 );
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sampler ShadowSampler : register( s0 );
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// CENTROID: TEXCOORD0
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// CENTROID: TEXCOORD1
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// CENTROID: TEXCOORD2
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// CENTROID: TEXCOORD3
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// CENTROID: TEXCOORD4
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struct PS_INPUT
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{
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float2 texCoord2 : TEXCOORD2;
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float2 texCoord3 : TEXCOORD3;
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float2 texCoord4 : TEXCOORD4;
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HALF4 worldPos_projPosZ : TEXCOORD5;
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HALF4 shadowColor : COLOR0;
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HALF4 fogFactorW : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF4 samples[5];
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samples[0] = tex2D( ShadowSampler, i.texCoord0 );
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samples[1] = tex2D( ShadowSampler, i.texCoord1 );
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samples[2] = tex2D( ShadowSampler, i.texCoord2 );
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samples[3] = tex2D( ShadowSampler, i.texCoord3 );
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samples[4] = tex2D( ShadowSampler, i.texCoord4 );
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// Interpolate between a bunch of jittered shadow samples.
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HALF shadowCoverage = (samples[0].a + samples[1].a + samples[2].a + samples[3].a + samples[4].a) * 0.2;
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// To accomplish shadow fading, subtract vertex alpha from texture alpha
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shadowCoverage = saturate( shadowCoverage - i.shadowColor.a );
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// Blend between white and the constant color...
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// return lerp( 1.0-shadowCoverage, 1.0, g_ShadowColor );
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// this is equivalent, and saves an instruction
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HALF4 result = shadowCoverage*g_ShadowColor - shadowCoverage;
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result = 1.0 + result;
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float alpha = 1.0f;
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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// Apply fog here to compensate for our srcColor*dstColor alpha blend into already fogged pixels
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result.rgb = 1.0f - ( ( 1.0f - result.rgb ) * pow( ( 1.0f - fogFactor ), 4.0f ) );
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// Call FinalOutput without fog!
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return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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