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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/unlittwotexture_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/unlittwotexture_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/unlittwotexture_ps2x.fxc | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/unlittwotexture_ps2x.fxc b/materialsystem/stdshaders/unlittwotexture_ps2x.fxc new file mode 100644 index 0000000..365bd25 --- /dev/null +++ b/materialsystem/stdshaders/unlittwotexture_ps2x.fxc @@ -0,0 +1,76 @@ +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC] +// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] + +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +#if defined( SHADER_MODEL_PS_2_0 ) +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + +#include "common_ps_fxc.h" +#include "shader_constant_register_map.h" + +const HALF4 g_DiffuseModulation : register( c1 ); +#if !FLASHLIGHT + // we don't use these with HDR. + const HALF3 g_EnvmapContrast : register( c2 ); + const HALF3 g_EnvmapSaturation : register( c3 ); +#endif + +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); + +const float4 g_FlashlightAttenuationFactors : register( c22 ); +const HALF3 g_FlashlightPos : register( c23 ); +const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 + +sampler BaseTextureSampler : register( s0 ); +sampler BaseTextureSampler2 : register( s1 ); + +struct PS_INPUT +{ + float4 projPos : POSITION; // Projection-space position + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha + float4 fogFactorW : COLOR1; + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + float4 vColor : COLOR0; +#endif +}; + +#if LIGHTING_PREVIEW == 2 +LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR +#else +float4 main( PS_INPUT i ) : COLOR +#endif +{ + +#if LIGHTING_PREVIEW +# if LIGHTING_PREVIEW == 1 + return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); +# else + LPREVIEW_PS_OUT ret; + float alpha = 1.0f; + ret.flags=float4(1,1,1,1); + ret.color=float4( 0.0f, 0.0f, 0.0f, alpha ); + ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f ); + ret.position=float4( i.worldPos_projPosZ.xyz, alpha ); + return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +# endif +#else + HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); + HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy ); + HALF4 result = baseColor * baseColor2 * g_DiffuseModulation; + float alpha = 1.0f; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); +#endif +} + |