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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..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// DYNAMIC: "PIXELFOGTYPE" "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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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
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// DYNAMIC: "AMBIENT_LIGHT" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "shader_constant_register_map.h"
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const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
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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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PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total
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sampler BaseTextureSampler : register( s0 );
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sampler BumpTextureSampler : register( s1 );
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sampler NormalizeSampler : register( s2 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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float4 worldVertToEyeVector_Darkening : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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// second row : TEXCOORD3;
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// third row : 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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#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
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#define worldVertToEyeVector i.worldVertToEyeVector_Darkening.xyz
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#define fDarkening i.worldVertToEyeVector_Darkening.w
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#endif
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float4 main( PS_INPUT i ) : COLOR
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{
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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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float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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float3 worldSpaceNormal, tangentSpaceNormal = float3(0, 0, 1);
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float fSpecExp = g_EyePos_SpecExponent.w;
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float4 normalTexel = tex2D( BumpTextureSampler, i.baseTexCoord );
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tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f;
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worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
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// If the exponent passed in as a constant is zero, use the value from the map as the exponent
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if ( fSpecExp == 0 )
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fSpecExp = 1.0f * ( 1.0f - normalTexel.w ) + 150.0f * normalTexel.w;
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// Summation of diffuse illumination from all local lights
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float3 diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
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float3( 0.0f, 0.0f, 0.0f ), false,
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bAmbientLight, vLightAtten,
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cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, true,
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false, 0, false, NormalizeSampler );
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#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
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float3 vDummy, specularLighting;
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// Summation of specular from all local lights
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PixelShaderDoSpecularLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, fSpecExp, normalize(worldVertToEyeVector),
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vLightAtten, nNumLights, cLightInfo,
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false, 1.0f, false, NormalizeSampler, 1.0f, false, 1.0f,
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// Outputs
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specularLighting, vDummy );
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// Specular plus diffuse, all darkened as a function of mouth openness
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float3 result = (specularLighting * baseSample.a + baseSample.rgb * diffuseLighting) * fDarkening;
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#else
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float3 result = baseSample.rgb * diffuseLighting * i.worldVertToEyeVector_Darkening.w;
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#endif
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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( float4(result, 1.0f), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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