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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/sky_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/sky_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/sky_ps2x.fxc | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sky_ps2x.fxc b/materialsystem/stdshaders/sky_ps2x.fxc new file mode 100644 index 0000000..563fddb --- /dev/null +++ b/materialsystem/stdshaders/sky_ps2x.fxc @@ -0,0 +1,27 @@ +// HDRFIXME: Make this work with nonHDR +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] +#include "common_ps_fxc.h" + +#if defined( SHADER_MODEL_PS_2_0 ) +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + +sampler BaseTextureSampler : register( s0 ); +HALF4 InputScale : register( c0 ); + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + HALF4 color = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); + color.rgb *= InputScale.rgb; + + // This is never fogged. + return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate +} |