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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloud_ps20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/cloud_ps20.fxc')
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1 files changed, 26 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloud_ps20.fxc b/materialsystem/stdshaders/cloud_ps20.fxc
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+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+sampler BaseTextureSampler : register( s0 );
+sampler CloudAlphaSampler : register( s1 );
+
+struct PS_INPUT
+{
+ float2 baseCoords : TEXCOORD0;
+ float2 cloudAlphaCoords : TEXCOORD1;
+ float fogFactor : TEXCOORD2;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 vBase = tex2D( BaseTextureSampler, i.baseCoords );
+ float4 vCloudAlpha = tex2D( CloudAlphaSampler, i.cloudAlphaCoords );
+
+ float fogFactor = 2.0f * smoothstep( 0.3f, 0.6f, i.fogFactor );
+
+ float4 result = vBase * vCloudAlpha;
+ result.a *= fogFactor;
+
+ // No actual fog. Use the "fog factor" to modulate alpha (after some smoothstep mojo)
+ return FinalOutput( result, 1.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
+}