|
|
|
|
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. =======
|
|
|
|
|
//
|
|
|
|
|
// Purpose:
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|
|
|
|
|
|
|
|
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|
|
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
|
|
|
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
|
|
|
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#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"
|
|
|
|
|
|
|
|
|
|
sampler BaseTextureSampler : register( s0 );
|
|
|
|
|
|
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
|
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
|
|
|
|
|
|
struct PS_INPUT
|
|
|
|
|
{
|
|
|
|
|
float2 baseTexCoord : TEXCOORD0;
|
|
|
|
|
float3 vertAtten : TEXCOORD1;
|
|
|
|
|
|
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
|
|
|
{
|
|
|
|
|
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
|
|
|
|
|
|
|
|
|
|
float4 result;
|
|
|
|
|
result.xyz = baseSample.xyz * i.vertAtten;
|
|
|
|
|
result.a = baseSample.a;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|
|
|
|
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
|
|
|
|
|
}
|