diff options
| 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 /sp/src/materialsystem/stdshaders/eyes_flashlight_inc.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 'sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc new file mode 100644 index 00000000..7629f72f --- /dev/null +++ b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc @@ -0,0 +1,92 @@ +//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +#include "common_flashlight_fxc.h" +#include "shader_constant_register_map.h" + + +const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); + +sampler SpotSampler : register( s0 ); +sampler BaseTextureSampler : register( s1 ); +sampler IrisSampler : register( s3 ); + +#if FLASHLIGHTSHADOWS && (!SHADER_MODEL_PS_1_1) && (!SHADER_MODEL_PS_1_4) && (!SHADER_MODEL_PS_2_0) +sampler FlashlightDepthSampler : register( s4 ); +sampler RandomRotationSampler : register( s5 ); +#endif + +#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) + +#else + const float4 g_FogParams : register( PSREG_FOG_PARAMS ); + const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); +#endif + +struct PS_INPUT +{ + float4 spotTexCoord : TEXCOORD0; + float2 baseTexCoord : TEXCOORD1; + float2 irisTexCoord : TEXCOORD3; +#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) + float3 vertAtten : COLOR0; +#else + float3 vertAtten : TEXCOORD4; + float3 worldPos : TEXCOORD5; + float3 projPos : TEXCOORD7; +#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ +#if defined(SHADER_MODEL_PS_2_0) + float3 spotColor = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ) * cFlashlightColor; +#elif ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) + float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w; + float3 spotColor = tex2D( SpotSampler, vProjCoords ) * cFlashlightColor; +#else + float3 spotColor = tex2D( SpotSampler, i.spotTexCoord ); +#endif + + float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); + float4 irisSample = tex2D( IrisSampler, i.irisTexCoord ); + + float3 outcolor = float3(1,1,1); + +#if !defined( SHADER_MODEL_PS_1_1 ) && !defined( SHADER_MODEL_PS_1_4 ) + if( i.spotTexCoord.w <= 0.0f ) + { + outcolor = float3(0,0,0); + } +#endif + + // Composite the iris and sclera together +#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) + float3 albedo = lerp( baseSample.xyz, irisSample.xyz, irisSample.a ); +#else + float3 albedo = lerp( baseSample.xyz, irisSample.xyz * 0.5f, irisSample.a ); // dim down the iris in HDR +#endif + + // Do shadow depth mapping... +#if FLASHLIGHTSHADOWS && ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) + float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, true ); + float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated + flShadow = lerp( flAttenuated, flShadow, dot(i.vertAtten, float3(0.30f, 0.59f, 0.11f) ) ); // Blend between shadow and above, according to light attenuation + outcolor *= flShadow * spotColor * albedo; +#else + outcolor *= spotColor * albedo; +#endif + + // NOTE!! This has to be last to avoid loss of range. + outcolor *= i.vertAtten; +#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) + return float4( outcolor, baseSample.a ); +#else + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos.z, i.projPos.z ); + return FinalOutput( float4( outcolor, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); +#endif + +} |