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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc b/materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc new file mode 100644 index 0000000..a37f40e --- /dev/null +++ b/materialsystem/stdshaders/portalstaticoverlay_ps2x.fxc @@ -0,0 +1,74 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// STATIC: "HASALPHAMASK" "0..1" +// STATIC: "HASSTATICTEXTURE" "0..1" + +// DYNAMIC: "HDRENABLED" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" + +#include "common_ps_fxc.h" +#include "shader_constant_register_map.h" + +const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static + +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); + +#if( HASSTATICTEXTURE ) + sampler StaticTextureSampler : register( s0 ); +# if( HASALPHAMASK ) + sampler AlphaMaskSampler : register( s1 ); +# endif +#else +# if( HASALPHAMASK ) + sampler AlphaMaskSampler : register( s0 ); +# endif +#endif + +struct PS_INPUT +{ + float4 vProjPos : POSITION; + + //vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue +#if( HASSTATICTEXTURE ) + float2 vStaticTexCoord : TEXCOORD0; +# if( HASALPHAMASK ) + float2 vAlphaMaskTexCoord : TEXCOORD1; +# endif +#else +# if( HASALPHAMASK ) + float2 vAlphaMaskTexCoord : TEXCOORD0; +# else + float2 vUnusedTexCoord1 : TEXCOORD0; +# endif + float2 vUnusedTexCoord2 : TEXCOORD1; +#endif + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog +}; + + + + +float4 main( PS_INPUT i ) : COLOR +{ + HALF4 result; + +# if( HASSTATICTEXTURE ) + result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb; +# else + result.rgb = 0.25; //without a static texture, just be gray +# endif + + + +# if( HASALPHAMASK ) + result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha +# else + result.a = g_StaticAmount.x; //when static reaches 0, fades away completely +# endif + + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); +}
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