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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/showz_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/showz_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/showz_ps2x.fxc34
1 files changed, 34 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/showz_ps2x.fxc b/materialsystem/stdshaders/showz_ps2x.fxc
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+// STATIC: "DEPTH_IN_ALPHA" "0..1"
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#include "common_ps_fxc.h"
+
+const float4 g_Parameters : register( c0 );
+
+sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map
+
+float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR
+{
+ float fDepth = 0;
+
+# if (DEPTH_IN_ALPHA == 1)
+ {
+ fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a;
+
+ }
+# else
+ {
+# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b
+ {
+ fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r;
+ }
+# endif
+ }
+# endif
+
+ fDepth = pow( fDepth, g_Parameters.x );
+
+ return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
+