summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/showz_ps2x.fxc
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/showz_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/showz_ps2x.fxc34
1 files changed, 34 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/showz_ps2x.fxc b/materialsystem/stdshaders/showz_ps2x.fxc
new file mode 100644
index 0000000..bc45e1d
--- /dev/null
+++ b/materialsystem/stdshaders/showz_ps2x.fxc
@@ -0,0 +1,34 @@
+// STATIC: "DEPTH_IN_ALPHA" "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"
+
+const float4 g_Parameters : register( c0 );
+
+sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map
+
+float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR
+{
+ float fDepth = 0;
+
+# if (DEPTH_IN_ALPHA == 1)
+ {
+ fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a;
+
+ }
+# else
+ {
+# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b
+ {
+ fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r;
+ }
+# endif
+ }
+# endif
+
+ fDepth = pow( fDepth, g_Parameters.x );
+
+ return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
+