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-rw-r--r--materialsystem/stdshaders/particlesphere_ps2x.fxc67
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diff --git a/materialsystem/stdshaders/particlesphere_ps2x.fxc b/materialsystem/stdshaders/particlesphere_ps2x.fxc
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+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "DEPTHBLEND" "0..1" [ps20b]
+
+#include "shader_constant_register_map.h"
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+
+const float4 g_DepthFeatheringConstants : register( c0 );
+
+sampler BumpmapSampler : register( s0 );
+sampler DepthSampler : register( s1 );
+
+struct PS_INPUT
+{
+ float2 vBumpTexCoord : TEXCOORD0;
+ float3 vTangentSpaceLightDir : TEXCOORD1;
+ float3 vAmbientColor : TEXCOORD2;
+#if defined( _X360 )
+ float4 vScreenPos_ReverseZ : TEXCOORD3;
+#else
+ float4 vScreenPos : TEXCOORD3;
+#endif
+
+ float4 vDirLightScale : COLOR0;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
+
+ // Dot the bump normal and the light vector.
+ float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
+ // so this is now -0.5 to 0.5.
+
+ float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
+ float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5;
+
+ // Scale by the light color outputted by the vertex shader (ie: based on distance).
+ vOutput *= i.vDirLightScale;
+
+ // Add ambient.
+ vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
+
+ // Alpha = normal map alpha * vertex alpha
+ vOutput.a = baseColor.a * i.vDirLightScale.a;
+
+ //Soft Particles FTW
+# if (DEPTHBLEND == 1)
+# if defined( _X360 )
+ vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants );
+# else
+ vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants );
+# endif
+# endif
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+}
+
+