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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/sky_hdr_compressed_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/sky_hdr_compressed_ps2x.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc b/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc new file mode 100644 index 00000000..8e54d21f --- /dev/null +++ b/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc @@ -0,0 +1,29 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] +#include "common_ps_fxc.h" + +#if defined( SHADER_MODEL_PS_2_0 ) +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + +sampler ExposureTextureSampler0 : register( s0 ); +sampler ExposureTextureSampler1 : register( s1 ); +sampler ExposureTextureSampler2 : register( s2 ); + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + HALF3 color0 = 0.25*tex2D( ExposureTextureSampler0, i.baseTexCoord ); + HALF3 color1 = 2.0*tex2D( ExposureTextureSampler1, i.baseTexCoord ); + HALF3 color2 = 16.0*tex2D( ExposureTextureSampler2, i.baseTexCoord ); + + // This is never fogged. +// return FinalOutput( float4( max(max(color0,color1),color2), 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate + return FinalOutput( float4(1,0,0,1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate +} |