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//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#include "common_flashlight_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
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sampler SpotSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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sampler IrisSampler : register( s3 );
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#if FLASHLIGHTSHADOWS && (!SHADER_MODEL_PS_1_1) && (!SHADER_MODEL_PS_1_4) && (!SHADER_MODEL_PS_2_0)
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sampler FlashlightDepthSampler : register( s4 );
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sampler RandomRotationSampler : register( s5 );
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#endif
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#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
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#else
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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#endif
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struct PS_INPUT
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{
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float4 spotTexCoord : TEXCOORD0;
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float2 baseTexCoord : TEXCOORD1;
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float2 irisTexCoord : TEXCOORD3;
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#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
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float3 vertAtten : COLOR0;
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#else
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float3 vertAtten : TEXCOORD4;
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float3 worldPos : TEXCOORD5;
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float3 projPos : TEXCOORD7;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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#if defined(SHADER_MODEL_PS_2_0)
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float3 spotColor = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ) * cFlashlightColor;
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#elif ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
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float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
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float3 spotColor = tex2D( SpotSampler, vProjCoords ) * cFlashlightColor;
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#else
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float3 spotColor = tex2D( SpotSampler, i.spotTexCoord );
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#endif
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float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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float4 irisSample = tex2D( IrisSampler, i.irisTexCoord );
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float3 outcolor = float3(1,1,1);
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#if !defined( SHADER_MODEL_PS_1_1 ) && !defined( SHADER_MODEL_PS_1_4 )
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if( i.spotTexCoord.w <= 0.0f )
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{
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outcolor = float3(0,0,0);
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}
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#endif
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// Composite the iris and sclera together
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#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
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float3 albedo = lerp( baseSample.xyz, irisSample.xyz, irisSample.a );
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#else
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float3 albedo = lerp( baseSample.xyz, irisSample.xyz * 0.5f, irisSample.a ); // dim down the iris in HDR
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#endif
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// Do shadow depth mapping...
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#if FLASHLIGHTSHADOWS && ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
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float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, true );
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float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
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flShadow = lerp( flAttenuated, flShadow, dot(i.vertAtten, float3(0.30f, 0.59f, 0.11f) ) ); // Blend between shadow and above, according to light attenuation
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outcolor *= flShadow * spotColor * albedo;
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#else
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outcolor *= spotColor * albedo;
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#endif
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// NOTE!! This has to be last to avoid loss of range.
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outcolor *= i.vertAtten;
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#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
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return float4( outcolor, baseSample.a );
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#else
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos.z, i.projPos.z );
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return FinalOutput( float4( outcolor, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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#endif
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}
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