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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 /sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_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 'sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc59
1 files changed, 59 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc b/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc
new file mode 100644
index 00000000..fd457be8
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+++ b/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc
@@ -0,0 +1,59 @@
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+sampler BaseTextureSampler : register( s0 );
+sampler LightMap0Sampler : register( s1 );
+sampler LightMap1Sampler : register( s2 );
+sampler LightMap2Sampler : register( s3 );
+
+const float4 g_LightMap0Color : register( c0 );
+const float4 g_LightMap1Color : register( c1 );
+const float4 g_LightMap2Color : register( c2 );
+const float4 g_ModulationColor : register( c3 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+
+struct PS_INPUT
+{
+ float4 vProjPos : POSITION;
+ float2 vTexCoord0 : TEXCOORD0;
+ float2 vTexCoord1 : TEXCOORD1;
+ float2 vTexCoord2 : TEXCOORD2;
+ float2 vTexCoord3 : TEXCOORD3;
+ float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
+
+ float4 vColor : COLOR0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 resultColor;
+
+ // output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
+ // lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
+ // lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
+ resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color;
+ resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor;
+ resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor;
+
+ // Modulate by decal texture
+ float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
+ resultColor.rgb = resultColor * decalColor;
+ resultColor.a = decalColor.a;
+
+ // Modulate by constant color
+ resultColor = resultColor * g_ModulationColor;
+
+ // Modulate by per-vertex factor
+ resultColor = resultColor * i.vColor;
+
+ 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 );
+}