Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE
#define HDRENABLED 0
#include "common_ps_fxc.h"
sampler AlbedoSampler : register( s0 );
sampler NormalSampler : register( s1 );
sampler PositionSampler : register( s2 );
sampler AccBuf_In : register( s3 );
float4 EyePosition : register (c10);
float4 Light_origin : register( c0 );
#define INNER_COS (Light_origin.w)
#define OUTER_COS (Light_dir.w)
float4 Light_dir : register( c1 );
float4 Light_attn : register (c2);
#define QUADRATIC_ATTN (Light_attn.x)
#define LINEAR_ATTN (Light_attn.y)
#define CONSTANT_ATTN (Light_attn.z)
#define SCALE_FACTOR (Light_attn.w)
float3 Light_color: register(c3);
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
float Lerp5(float f1, float f2, float i1, float i2, float x)
{
return f1+(f2-f1)*(x-i1)/(i2-i1);
}
float4 main( PS_INPUT i ) : COLOR
{
float4 normal=tex2D( NormalSampler, i.texCoord );
float4 albedo=tex2D( AlbedoSampler, i.texCoord );
float4 pos=tex2D( PositionSampler, i.texCoord );
float3 old_acc=tex2D( AccBuf_In, i.texCoord );
// pos.xyz+=EyePosition.xyz;
float3 ldir=Light_origin.xyz-pos.xyz;
float dist=sqrt(dot(ldir,ldir));
ldir=normalize(ldir);
float spot_dot=dot(ldir,-Light_dir);
float3 ret=Light_color*0.09*albedo.xyz; // ambient
float dist_falloff=(SCALE_FACTOR/(QUADRATIC_ATTN*dist*dist+LINEAR_ATTN*dist+CONSTANT_ATTN));
if (spot_dot>OUTER_COS)
{
float falloff=1;
if (spot_dot<INNER_COS)
{
falloff=Lerp5(1,0,INNER_COS,OUTER_COS,spot_dot);
}
float dotprod=max(0,dot(ldir.xyz,normal.xyz));
ret+=dotprod*falloff*(Light_color*albedo.xyz);
}
else
dist_falloff=min(1,dist_falloff);
ret*=dist_falloff;
// ret=float3(1,0,0);
return FinalOutput( float4(ret+old_acc,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}