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68 lines
2.7 KiB
68 lines
2.7 KiB
//====== Copyright © 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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