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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/windowimposter_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/windowimposter_ps2x.fxc')
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+//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// DYNAMIC: "PIXELFOGTYPE" "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"
+#include "shader_constant_register_map.h"
+
+sampler EnvmapSampler : register( s0 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+struct PS_INPUT
+{
+ float3 eyeToVertVector : TEXCOORD0;
+ float4 vertexColor : COLOR;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ HALF4 color;
+ color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector );
+ color.a = 1.0f;
+ color *= i.vertexColor;
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+}