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| author | Joe Ludwig <[email protected]> | 2013-07-17 18:26:59 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-07-17 18:26:59 -0700 |
| commit | e16ea21dc8a710237ade8413207f58d403c616a3 (patch) | |
| tree | 85dcfbda9881e4e022dedafefbc2727e2fd2aa59 /mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h | |
| parent | Merge pull request #36 from AnAkIn1/fogplayerparams_fix (diff) | |
| download | source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.tar.xz source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.zip | |
* Added support for building shaders in your mod
* Added nav mesh support
* fixed many warnings and misc bugs
* Fixed the create*projects scripts in mp
* Added a bunch of stuff to .gitignore
Diffstat (limited to 'mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h b/mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h new file mode 100644 index 00000000..e82bdf65 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h @@ -0,0 +1,202 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+
+
+#if defined( _X360 )
+
+void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
+ out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
+{
+ vResultBase = 0;
+ vResultBase2 = 0;
+ vResultBump = 0;
+
+ if ( !bBump )
+ {
+ vResultBump = float4(0, 0, 1, 1);
+ }
+
+#if SEAMLESS
+
+ vWeights = max( vWeights - 0.3, 0 );
+
+ vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
+
+ [branch]
+ if (vWeights.x > 0)
+ {
+ vResultBase += vWeights.x * tex2D( base, coords.zy );
+
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
+ }
+
+ if ( bBump )
+ {
+ vResultBump += vWeights.x * tex2D( bump, coords.zy );
+ }
+ }
+
+ [branch]
+ if (vWeights.y > 0)
+ {
+ vResultBase += vWeights.y * tex2D( base, coords.xz );
+
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
+ }
+ if ( bBump )
+ {
+ vResultBump += vWeights.y * tex2D( bump, coords.xz );
+ }
+ }
+
+ [branch]
+ if (vWeights.z > 0)
+ {
+ vResultBase += vWeights.z * tex2D( base, coords.xy );
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
+ }
+
+ if ( bBump )
+ {
+ vResultBump += vWeights.z * tex2D( bump, coords.xy );
+ }
+ }
+
+#else // not seamless
+
+ vResultBase = tex2D( base, coords.xy );
+
+ if ( bBase2 )
+ {
+ vResultBase2 = tex2D( base2, coords.xy );
+ }
+
+ if ( bBump )
+ {
+ vResultBump = tex2D( bump, coords.xy );
+ }
+
+#endif
+
+
+}
+
+#else // PC
+
+void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
+ out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
+{
+ vResultBase = 0;
+ vResultBase2 = 0;
+ vResultBump = 0;
+
+ if ( !bBump )
+ {
+ vResultBump = float4(0, 0, 1, 1);
+ }
+
+#if SEAMLESS
+
+ vResultBase += vWeights.x * tex2D( base, coords.zy );
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
+ }
+ if ( bBump )
+ {
+ vResultBump += vWeights.x * tex2D( bump, coords.zy );
+ }
+
+ vResultBase += vWeights.y * tex2D( base, coords.xz );
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
+ }
+ if ( bBump )
+ {
+ vResultBump += vWeights.y * tex2D( bump, coords.xz );
+ }
+
+ vResultBase += vWeights.z * tex2D( base, coords.xy );
+ if ( bBase2 )
+ {
+ vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
+ }
+ if ( bBump )
+ {
+ vResultBump += vWeights.z * tex2D( bump, coords.xy );
+ }
+
+#else // not seamless
+
+ vResultBase = tex2D( base, coords.xy );
+ if ( bBase2 )
+ {
+ vResultBase2 = tex2D( base2, coords.xy );
+ }
+ if ( bBump )
+ {
+ vResultBump = tex2D( bump, coords.xy );
+ }
+#endif
+
+}
+
+#endif
+
+
+
+
+float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord )
+{
+# if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
+ {
+ float3 sample = tex2D( LightmapSampler, vTexCoord );
+
+ return sample;
+ }
+# else
+ {
+# if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
+ {
+ float4 sample = tex2D( LightmapSampler, vTexCoord );
+
+ return sample.rgb * sample.a;
+ }
+# else
+ {
+ float4 Weights;
+ float4 samples_0; //no arrays allowed in inline assembly
+ float4 samples_1;
+ float4 samples_2;
+ float4 samples_3;
+
+ asm {
+ tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
+ tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
+ tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
+ tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
+
+ getWeights2D Weights, vTexCoord.xy, LightmapSampler
+ };
+
+ Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
+
+ float3 result;
+ result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
+ result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
+ result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
+ result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
+
+ return result;
+ }
+# endif
+ }
+# endif
+}
+
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