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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/water_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/water_ps2x.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/water_ps2x.fxc110
1 files changed, 110 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/water_ps2x.fxc b/sp/src/materialsystem/stdshaders/water_ps2x.fxc
new file mode 100644
index 00000000..a80a8a15
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/water_ps2x.fxc
@@ -0,0 +1,110 @@
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "BASETEXTURE" "0..1"
+// STATIC: "MULTITEXTURE" "0..1"
+// STATIC: "REFLECT" "0..1"
+// STATIC: "REFRACT" "0..1"
+// STATIC: "ABOVEWATER" "0..1"
+// STATIC: "BLURRY_REFRACT" "0..1" [ps20b]
+
+// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2
+// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
+// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
+
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+
+// SKIP: $MULTITEXTURE && $BASETEXTURE
+
+#if defined(SHADER_MODEL_PS_2_0)
+# define BLURRY_REFRACT 0
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "water_ps2x_helper.h"
+
+
+sampler RefractSampler : register( s0 );
+#if BASETEXTURE
+sampler BaseTextureSampler : register( s1 );
+#endif
+sampler ReflectSampler : register( s2 );
+#if BASETEXTURE
+sampler LightmapSampler : register( s3 );
+#endif
+sampler NormalSampler : register( s4 );
+
+const HALF4 vRefractTint : register( c1 );
+const HALF4 vReflectTint : register( c4 );
+const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
+const HALF4 g_WaterFogColor : register( c6 );
+const HALF4 g_WaterFogParams : register( c7 );
+
+const float4 g_PixelFogParams : register( c8 );
+
+
+#define g_WaterFogStart g_WaterFogParams.x
+#define g_WaterFogEndMinusStart g_WaterFogParams.y
+#define g_Reflect_OverBright g_WaterFogParams.z
+
+struct PS_INPUT
+{
+ float2 vBumpTexCoord : TEXCOORD0;
+ half3 vTangentEyeVect : TEXCOORD1;
+ float4 vReflectXY_vRefractYX : TEXCOORD2;
+ float W : TEXCOORD3;
+ float4 vProjPos : TEXCOORD4;
+ float screenCoord : TEXCOORD5;
+#if MULTITEXTURE
+ float4 vExtraBumpTexCoord : TEXCOORD6;
+#endif
+#if BASETEXTURE
+// CENTROID: TEXCOORD6
+ HALF4 lightmapTexCoord1And2 : TEXCOORD6;
+// CENTROID: TEXCOORD7
+ HALF4 lightmapTexCoord3 : TEXCOORD7;
+#endif
+
+ float4 fogFactorW : COLOR1;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ DrawWater_params_t params;
+
+ params.vBumpTexCoord = i.vBumpTexCoord;
+#if MULTITEXTURE
+ params.vExtraBumpTexCoord = i.vExtraBumpTexCoord;
+#endif
+ params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX;
+ params.w = i.W;
+ params.vReflectRefractScale = g_ReflectRefractScale;
+ params.fReflectOverbright = g_Reflect_OverBright;
+ params.vReflectTint = vReflectTint;
+ params.vRefractTint = vRefractTint;
+ params.vTangentEyeVect = i.vTangentEyeVect;
+ params.waterFogColor = g_WaterFogColor;
+#if BASETEXTURE
+ params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2;
+ params.lightmapTexCoord3 = i.lightmapTexCoord3;
+#endif
+ params.vProjPos = i.vProjPos;
+ params.pixelFogParams = g_PixelFogParams;
+ params.fWaterFogStart = g_WaterFogStart;
+ params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart;
+
+ float4 result;
+ float fogFactor;
+ DrawWater( params,
+ // yay. . can't put sampler in a struct.
+#if BASETEXTURE
+ BaseTextureSampler,
+ LightmapSampler,
+#endif
+ NormalSampler, RefractSampler, ReflectSampler,
+ result, fogFactor );
+
+ return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
+}
+