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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/cable_ps2x.fxc
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-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/cable_ps2x.fxc')
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1 files changed, 54 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_ps2x.fxc b/mp/src/materialsystem/stdshaders/cable_ps2x.fxc
new file mode 100644
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+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// 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"
+
+sampler NormalSampler : register( s0 );
+sampler BaseTextureSampler : register( s1 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+struct PS_INPUT
+{
+ float2 vTexCoord0 : TEXCOORD0;
+ float2 vTexCoord1 : TEXCOORD1;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+
+ float4 directionalLightColor : COLOR0;
+ float4 fogFactorW : COLOR1;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map
+ float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
+
+ //Expand compacted vectors
+ //TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code )
+ vNormalMapDir = (vNormalMapDir - 0.5) * 2.0;
+ float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
+
+ float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
+
+ // do half-lambert on the dot
+ lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
+ lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
+
+ float4 resultColor;
+ resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb );
+ resultColor.a = textureColor.a * i.directionalLightColor.a;
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
+}