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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc b/mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc new file mode 100644 index 00000000..f27e870d --- /dev/null +++ b/mp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc @@ -0,0 +1,47 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// STATIC: "MACROS" "0..1" + +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + + +sampler BaseSampler : register( s0 ); +// NOTE: LightmapSampler is at the same place as the lightmap sampler in lightmappedgeneric so that we have +// generally the same texture state here. +// CENTROID: TEXCOORD1 +sampler LightmapSampler: register( s1 ); +sampler BaseSampler2: register( s2 ); +sampler LightmapAlphaSampler: register( s3 ); +sampler MacrosSampler: register( s4 ); + +struct PS_INPUT +{ + float2 baseCoord : TEXCOORD0; + float2 baseCoord2 : TEXCOORD1; + float2 lightmapCoord : TEXCOORD2; + float2 macrosCoord : TEXCOORD3; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + bool bMacros = MACROS ? true : false; + + float4 base = tex2D( BaseSampler, i.baseCoord ); + float4 base2 = tex2D( BaseSampler2, i.baseCoord2 ); + + float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord ); + float blendFactor = lightmap.a; + + float4 color = 2.0f * lightmap * lerp( base2, base, blendFactor ); + if( bMacros ) + { + float4 macros = tex2D( MacrosSampler, i.macrosCoord ); + + // Not sure what to do with macro alpha + color.rgb *= 2.0f * lerp( macros.a, macros.b, blendFactor ); + } + + return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} + |