Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const HALF4 g_DiffuseModulation : register( c1 );
#if !FLASHLIGHT
// we don't use these with HDR.
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
#endif
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FlashlightAttenuationFactors : register( c22 );
const HALF3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
sampler BaseTextureSampler : register( s0 );
sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT
{
float4 projPos : POSITION; // Projection-space position
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
float4 fogFactorW : COLOR1;
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
float4 vColor : COLOR0;
#endif
};
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
#else
float4 main( PS_INPUT i ) : COLOR
#endif
{
#if LIGHTING_PREVIEW
# if LIGHTING_PREVIEW == 1
return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
# else
LPREVIEW_PS_OUT ret;
float alpha = 1.0f;
ret.flags=float4(1,1,1,1);
ret.color=float4( 0.0f, 0.0f, 0.0f, alpha );
ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f );
ret.position=float4( i.worldPos_projPosZ.xyz, alpha );
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
# endif
#else
HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
HALF4 result = baseColor * baseColor2 * g_DiffuseModulation;
float alpha = 1.0f;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
#endif
}