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51 lines
2.1 KiB
51 lines
2.1 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
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// Includes ======================================================================================= |
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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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#include "common_vertexlitgeneric_dx9.h" |
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// Texture Samplers =============================================================================== |
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sampler g_tBaseSampler : register( s0 ); |
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sampler g_tFlowSampler : register( s1 ); |
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sampler g_tSelfIllumSampler : register( s2 ); |
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// Shaders Constants and Globals ================================================================== |
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const float4 g_vPackedConst0 : register( c0 ); |
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#define g_flBlendStrength g_vPackedConst0.x |
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#define g_flTime g_vPackedConst0.y |
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const float2 g_vEmissiveScrollVector : register( c1 ); |
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const float3 g_cSelfIllumTint : register( c2 ); |
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// Interpolated values ============================================================================ |
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struct PS_INPUT |
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{ |
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float2 vTexCoord0 : TEXCOORD0; |
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}; |
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// Main =========================================================================================== |
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//float4 main( PS_INPUT i ) : COLOR // Non-HDR for debugging |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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// Color texture |
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float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy ); |
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// Fetch from dudv map and then fetch from emissive texture with new uv's & scroll |
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float4 vFlowValue = tex2D( g_tFlowSampler, i.vTexCoord0.xy ); |
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float2 vEmissiveTexCoord = vFlowValue.xy + ( g_vEmissiveScrollVector.xy * g_flTime ); |
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float4 cEmissiveColor = tex2D( g_tSelfIllumSampler, vEmissiveTexCoord.xy ); |
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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 = cBaseColor.rgb * cEmissiveColor.rgb * g_cSelfIllumTint.rgb; |
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result.rgb *= g_flBlendStrength; |
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// Set alpha to 0.0f so it doesn't change dest alpha (I should probably disable dest alpha writes) |
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result.a = 0.0f; |
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); |
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}
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