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diff --git a/materialsystem/stdshaders/unlittwotexture_ps2x.fxc b/materialsystem/stdshaders/unlittwotexture_ps2x.fxc
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+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
+// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+const HALF4 g_DiffuseModulation : register( c1 );
+#if !FLASHLIGHT
+ // we don't use these with HDR.
+ const HALF3 g_EnvmapContrast : register( c2 );
+ const HALF3 g_EnvmapSaturation : register( c3 );
+#endif
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+const float4 g_FlashlightAttenuationFactors : register( c22 );
+const HALF3 g_FlashlightPos : register( c23 );
+const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
+
+sampler BaseTextureSampler : register( s0 );
+sampler BaseTextureSampler2 : register( s1 );
+
+struct PS_INPUT
+{
+ float4 projPos : POSITION; // Projection-space position
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+ HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
+ float4 fogFactorW : COLOR1;
+
+#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
+ float4 vColor : COLOR0;
+#endif
+};
+
+#if LIGHTING_PREVIEW == 2
+LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
+#else
+float4 main( PS_INPUT i ) : COLOR
+#endif
+{
+
+#if LIGHTING_PREVIEW
+# if LIGHTING_PREVIEW == 1
+ return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
+# else
+ LPREVIEW_PS_OUT ret;
+ float alpha = 1.0f;
+ ret.flags=float4(1,1,1,1);
+ ret.color=float4( 0.0f, 0.0f, 0.0f, alpha );
+ ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f );
+ ret.position=float4( i.worldPos_projPosZ.xyz, alpha );
+ return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+# endif
+#else
+ HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
+ HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
+ HALF4 result = baseColor * baseColor2 * g_DiffuseModulation;
+ float alpha = 1.0f;
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
+#endif
+}
+