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//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======
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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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// STATIC: "DIFFUSELIGHTING" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// DYNAMIC: "AMBIENT_LIGHT" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_vertexlitgeneric_dx9.h"
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const float4 g_OverbrightFactor : register( c4 );
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const float3 cAmbientCube[6] : register( c6 );
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PixelShaderLightInfo cLightInfo[3] : register(c13);
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sampler BumpmapSampler : register( s0 );
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sampler NormalizeSampler : register( s1 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
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float2 detailOrBumpTexCoord : TEXCOORD1;
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// bump mapping and a separate envmap mask texture are mutually exclusive.
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float2 envmapMaskTexCoord : TEXCOORD2;
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float3 worldVertToEyeVector : TEXCOORD3;
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float3x3 tangentSpaceTranspose : TEXCOORD4;
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float4 worldPos_projPosZ : TEXCOORD5;
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float2 lightAtten01 : TEXCOORD6;
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float2 lightAtten23 : TEXCOORD7;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
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bool bHalfLambert = HALFLAMBERT ? true : false;
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bool bAmbientLight = AMBIENT_LIGHT ? true : false;
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int nNumLights = NUM_LIGHTS;
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float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 );
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float3 tangentSpaceNormal = float3( 0.0f, 0.0f, 1.0f );
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float4 normalTexel = 1.0f;
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float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord );
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tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
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float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
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if( bDiffuseLighting )
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{
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float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f );
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diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
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float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight,
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vLightAtten, cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert,
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false, 0, false, NormalizeSampler );
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// multiply by .5 since we want a 50% (in gamma space) reflective surface)
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diffuseLighting *= pow( 0.5f, 2.2f );
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}
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return FinalOutput( float4( diffuseLighting, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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