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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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// Includes =======================================================================================
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#include "common_vertexlitgeneric_dx9.h"
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// Texture Samplers ===============================================================================
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sampler g_tInnerSampler : register( s0 );
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sampler g_tMiddleSampler : register( s1 );
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sampler g_tOuterSampler : register( s2 );
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// Shaders Constants and Globals ==================================================================
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//const float4 g_vPackedConst6 : register( c6 );
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//#define g_flTime g_vPackedConst6.w
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// Interpolated values ============================================================================
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struct PS_INPUT
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{
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float4 v2DTangentViewVector01 : TEXCOORD0;
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float4 vUv01 : TEXCOORD1;
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float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
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};
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// Main ===========================================================================================
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 vFinalColor = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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#if defined(SHADER_MODEL_PS_2_0)
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float flNumLayers = 2.0f;
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#else
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float flNumLayers = 10.0f;
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#endif
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//float flColorDim = 1.0f;
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for ( float j=flNumLayers-1.0f; j>=0.0f; j-=1.0f ) // From hightest to lowest layer
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{
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float4 vInnerTexel = tex2D( g_tInnerSampler, saturate( i.vUv01.xy + i.v2DTangentViewVector01.xy * 0.005 * j ) );
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float4 vMiddleTexel = tex2D( g_tMiddleSampler, saturate( i.vUv01.wz + i.v2DTangentViewVector01.wz * 0.005 * j ) );
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float4 vOuterTexel = tex2D( g_tOuterSampler, saturate( i.v2DTangentViewVector2_vUv2.wz + i.v2DTangentViewVector2_vUv2.xy * 0.005 * j ) );
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float4 vThisTexel;
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vThisTexel.rgb = ( vInnerTexel.rgb * vInnerTexel.a ) + ( vMiddleTexel.rgb * vMiddleTexel.a ) + ( vOuterTexel.rgb * vOuterTexel.a );
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vThisTexel.a = 1.0f - ( ( 1.0f - vOuterTexel.a ) * ( 1.0f - vMiddleTexel.a ) * ( 1.0f - vInnerTexel.a ) );
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//vThisTexel.rgb *= flColorDim;
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//flColorDim *= 0.95f;
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// 5.0 and 0.8625 are magic numbers that look good with the current textures
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float flBlendValue = saturate( pow( vThisTexel.a, lerp( 5.0f, 0.8625f, saturate( j/(flNumLayers-1.0f) ) ) ) );
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vFinalColor.rgb = vThisTexel.rgb + ( vFinalColor.rgb * ( 1.0f - flBlendValue ) );
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vFinalColor.a *= 1.0f - flBlendValue; // Dest alpha scalar
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}
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//===============//
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// Combine terms //
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//===============//
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float4 result;
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result.rgb = vFinalColor.rgb;
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result.a = 1.0f - vFinalColor.a;
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit.
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}
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