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76 lines
2.7 KiB
76 lines
2.7 KiB
// DYNAMIC: "PIXELFOGTYPE" "0..1" |
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// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC] |
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] |
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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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// 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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#if defined( SHADER_MODEL_PS_2_0 ) |
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# define WRITE_DEPTH_TO_DESTALPHA 0 |
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#endif |
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#include "common_ps_fxc.h" |
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#include "shader_constant_register_map.h" |
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const HALF4 g_DiffuseModulation : register( c1 ); |
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#if !FLASHLIGHT |
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// we don't use these with HDR. |
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const HALF3 g_EnvmapContrast : register( c2 ); |
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const HALF3 g_EnvmapSaturation : register( c3 ); |
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#endif |
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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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const float4 g_FlashlightAttenuationFactors : register( c22 ); |
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const HALF3 g_FlashlightPos : register( c23 ); |
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const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 |
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sampler BaseTextureSampler : register( s0 ); |
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sampler BaseTextureSampler2 : register( s1 ); |
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struct PS_INPUT |
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{ |
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float4 projPos : POSITION; // Projection-space position |
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate |
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HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate |
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha |
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float4 fogFactorW : COLOR1; |
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches |
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float4 vColor : COLOR0; |
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#endif |
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}; |
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#if LIGHTING_PREVIEW == 2 |
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LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR |
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#else |
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float4 main( PS_INPUT i ) : COLOR |
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#endif |
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{ |
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#if LIGHTING_PREVIEW |
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# if LIGHTING_PREVIEW == 1 |
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return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); |
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# else |
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LPREVIEW_PS_OUT ret; |
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float alpha = 1.0f; |
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ret.flags=float4(1,1,1,1); |
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ret.color=float4( 0.0f, 0.0f, 0.0f, alpha ); |
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ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f ); |
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ret.position=float4( i.worldPos_projPosZ.xyz, alpha ); |
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return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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# endif |
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#else |
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HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); |
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HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy ); |
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HALF4 result = baseColor * baseColor2 * g_DiffuseModulation; |
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float alpha = 1.0f; |
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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( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); |
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#endif |
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} |
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