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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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// 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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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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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 IrisSampler : register( s1 );
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sampler GlintSampler : register( s2 );
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const float4 cEyeScalars : register( c0 ); // { Dilation, ambient, x, x }
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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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float2 baseTexCoord : TEXCOORD0;
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float2 irisTexCoord : TEXCOORD1;
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float2 glintTexCoord : TEXCOORD2;
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float3 vertAtten : TEXCOORD3;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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#define fDilationFactor cEyeScalars.x
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#define fGlintDamping cEyeScalars.y
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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float4 glintSample = tex2D( GlintSampler, i.glintTexCoord );
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/*
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// Dilate the pupil/iris texture (1 is max dilation, 0 is none)
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float2 biasedCoords = i.irisTexCoord * 2.0f - 1.0f; // -1 to +1 range
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float fDilatability = saturate(0.8f - sqrt(dot(biasedCoords, biasedCoords) )); // 1 in the center, fading out to 0 at 0.8 from center, since irises are inset into maps
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float2 scaledCoords = biasedCoords * (1 + fDilatability); // Maximal dilation
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// Blend undilated and maximally dilated based upon dilation factor
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float2 dilatedCoords = lerp( scaledCoords, biasedCoords, 1.0f-saturate(cDilationFactor.x));
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dilatedCoords = dilatedCoords * 0.5f + 0.5f; // Back to 0..1 range
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*/
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float4 irisSample = tex2D( IrisSampler, i.irisTexCoord ); // Sample the iris map using dilated coordinates
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float4 result;
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result.rgb = lerp( baseSample.rgb, irisSample.rgb, irisSample.a );
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result.rgb *= i.vertAtten;
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result.rgb += glintSample.rgb * fGlintDamping;
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result.a = baseSample.a;
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bool bWriteDepthToAlpha = false;
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// ps_2_b and beyond
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#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0))
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bWriteDepthToAlpha = WRITE_DEPTH_TO_DESTALPHA != 0;
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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( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w );
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}
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