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60 lines
2.0 KiB
60 lines
2.0 KiB
5 years ago
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// 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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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler BaseTextureSampler : register( s0 );
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sampler LightMap0Sampler : register( s1 );
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sampler LightMap1Sampler : register( s2 );
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sampler LightMap2Sampler : register( s3 );
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const float4 g_LightMap0Color : register( c0 );
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const float4 g_LightMap1Color : register( c1 );
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const float4 g_LightMap2Color : register( c2 );
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const float4 g_ModulationColor : register( c3 );
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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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struct PS_INPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
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float4 vColor : COLOR0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 resultColor;
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// output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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// lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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// lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
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resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color;
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resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor;
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resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor;
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// Modulate by decal texture
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float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
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resultColor.rgb = resultColor * decalColor;
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resultColor.a = decalColor.a;
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// Modulate by constant color
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resultColor = resultColor * g_ModulationColor;
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// Modulate by per-vertex factor
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resultColor = resultColor * i.vColor;
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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