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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/lpreview1_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/lpreview1_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/lpreview1_ps2x.fxc69
1 files changed, 69 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/lpreview1_ps2x.fxc b/materialsystem/stdshaders/lpreview1_ps2x.fxc
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+++ b/materialsystem/stdshaders/lpreview1_ps2x.fxc
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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 );
+}