diff options
Diffstat (limited to 'materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc b/materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc new file mode 100644 index 0000000..0a0c6fd --- /dev/null +++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc @@ -0,0 +1,51 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// + +// Includes ======================================================================================= +// 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] +#include "common_vertexlitgeneric_dx9.h" + +// Texture Samplers =============================================================================== +sampler g_tBaseSampler : register( s0 ); +sampler g_tFlowSampler : register( s1 ); +sampler g_tSelfIllumSampler : register( s2 ); + +// Shaders Constants and Globals ================================================================== +const float4 g_vPackedConst0 : register( c0 ); +#define g_flBlendStrength g_vPackedConst0.x +#define g_flTime g_vPackedConst0.y + +const float2 g_vEmissiveScrollVector : register( c1 ); +const float3 g_cSelfIllumTint : register( c2 ); + +// Interpolated values ============================================================================ +struct PS_INPUT +{ + float2 vTexCoord0 : TEXCOORD0; +}; + +// Main =========================================================================================== +//float4 main( PS_INPUT i ) : COLOR // Non-HDR for debugging +float4 main( PS_INPUT i ) : COLOR +{ + // Color texture + float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy ); + + // Fetch from dudv map and then fetch from emissive texture with new uv's & scroll + float4 vFlowValue = tex2D( g_tFlowSampler, i.vTexCoord0.xy ); + float2 vEmissiveTexCoord = vFlowValue.xy + ( g_vEmissiveScrollVector.xy * g_flTime ); + float4 cEmissiveColor = tex2D( g_tSelfIllumSampler, vEmissiveTexCoord.xy ); + + //===============// + // Combine terms // + //===============// + float4 result; + result.rgb = cBaseColor.rgb * cEmissiveColor.rgb * g_cSelfIllumTint.rgb; + result.rgb *= g_flBlendStrength; + + // Set alpha to 0.0f so it doesn't change dest alpha (I should probably disable dest alpha writes) + result.a = 0.0f; + + return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); +} |