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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/cloud_ps20.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/cloud_ps20.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cloud_ps20.fxc | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cloud_ps20.fxc b/mp/src/materialsystem/stdshaders/cloud_ps20.fxc new file mode 100644 index 00000000..31f8bbd2 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cloud_ps20.fxc @@ -0,0 +1,26 @@ +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + +sampler BaseTextureSampler : register( s0 ); +sampler CloudAlphaSampler : register( s1 ); + +struct PS_INPUT +{ + float2 baseCoords : TEXCOORD0; + float2 cloudAlphaCoords : TEXCOORD1; + float fogFactor : TEXCOORD2; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 vBase = tex2D( BaseTextureSampler, i.baseCoords ); + float4 vCloudAlpha = tex2D( CloudAlphaSampler, i.cloudAlphaCoords ); + + float fogFactor = 2.0f * smoothstep( 0.3f, 0.6f, i.fogFactor ); + + float4 result = vBase * vCloudAlpha; + result.a *= fogFactor; + + // No actual fog. Use the "fog factor" to modulate alpha (after some smoothstep mojo) + return FinalOutput( result, 1.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); +} |