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+//====== 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"
+// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
+// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
+// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
+// DYNAMIC: "AMBIENT_LIGHT" "0..1"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "shader_constant_register_map.h"
+
+const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total
+
+sampler BaseTextureSampler : register( s0 );
+sampler BumpTextureSampler : register( s1 );
+sampler NormalizeSampler : register( s2 );
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0;
+ float4 worldVertToEyeVector_Darkening : TEXCOORD1;
+ float3x3 tangentSpaceTranspose : TEXCOORD2;
+ // second row : TEXCOORD3;
+ // third row : TEXCOORD4;
+ float4 worldPos_projPosZ : TEXCOORD5;
+ float2 lightAtten01 : TEXCOORD6;
+ float2 lightAtten23 : TEXCOORD7;
+};
+
+
+
+#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
+
+#define worldVertToEyeVector i.worldVertToEyeVector_Darkening.xyz
+#define fDarkening i.worldVertToEyeVector_Darkening.w
+
+#endif
+
+
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ bool bAmbientLight = AMBIENT_LIGHT ? true : false;
+ int nNumLights = NUM_LIGHTS;
+
+ float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 );
+ float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
+
+ float3 worldSpaceNormal, tangentSpaceNormal = float3(0, 0, 1);
+ float fSpecExp = g_EyePos_SpecExponent.w;
+
+ float4 normalTexel = tex2D( BumpTextureSampler, i.baseTexCoord );
+ tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f;
+ worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
+
+ // If the exponent passed in as a constant is zero, use the value from the map as the exponent
+ if ( fSpecExp == 0 )
+ fSpecExp = 1.0f * ( 1.0f - normalTexel.w ) + 150.0f * normalTexel.w;
+
+ // Summation of diffuse illumination from all local lights
+ float3 diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
+ float3( 0.0f, 0.0f, 0.0f ), false,
+ bAmbientLight, vLightAtten,
+ cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, true,
+ false, 0, false, NormalizeSampler );
+
+#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
+
+ float3 vDummy, specularLighting;
+
+ // Summation of specular from all local lights
+ PixelShaderDoSpecularLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, fSpecExp, normalize(worldVertToEyeVector),
+ vLightAtten, nNumLights, cLightInfo,
+ false, 1.0f, false, NormalizeSampler, 1.0f, false, 1.0f,
+
+ // Outputs
+ specularLighting, vDummy );
+
+ // Specular plus diffuse, all darkened as a function of mouth openness
+ float3 result = (specularLighting * baseSample.a + baseSample.rgb * diffuseLighting) * fDarkening;
+
+#else
+ float3 result = baseSample.rgb * diffuseLighting * i.worldVertToEyeVector_Darkening.w;
+#endif
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( float4(result, 1.0f), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
+}