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Diffstat (limited to 'materialsystem/stdshaders/decalmodulate_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/decalmodulate_ps2x.fxc | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/decalmodulate_ps2x.fxc b/materialsystem/stdshaders/decalmodulate_ps2x.fxc new file mode 100644 index 0000000..a756865 --- /dev/null +++ b/materialsystem/stdshaders/decalmodulate_ps2x.fxc @@ -0,0 +1,45 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== + +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +// DYNAMIC: "PIXELFOGTYPE" "0..1" + +#include "common_ps_fxc.h" +#include "shader_constant_register_map.h" + +sampler TexSampler : register( s0 ); + +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog + float4 fogFactorW : COLOR1; + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + HALF2 detailTexCoord : TEXCOORD1; + float4 color : TEXCOORD2; + float3 worldVertToEyeVector : TEXCOORD3; + float3 worldSpaceNormal : TEXCOORD4; + float4 vProjPos : TEXCOORD6; +#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + + // Since we're blending with a mod2x, we need to compensate with this hack + // NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem + // a little transparent, but it's better than not doing this + fogFactor = pow( saturate( fogFactor ), 0.4f ); + + return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ); +} |