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diff --git a/mp/src/materialsystem/stdshaders/cable_ps2x.fxc b/mp/src/materialsystem/stdshaders/cable_ps2x.fxc
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+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+sampler NormalSampler : register( s0 );
+sampler BaseTextureSampler : register( s1 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+struct PS_INPUT
+{
+ float2 vTexCoord0 : TEXCOORD0;
+ float2 vTexCoord1 : TEXCOORD1;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+
+ float4 directionalLightColor : COLOR0;
+ float4 fogFactorW : COLOR1;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map
+ float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
+
+ //Expand compacted vectors
+ //TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code )
+ vNormalMapDir = (vNormalMapDir - 0.5) * 2.0;
+ float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
+
+ float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
+
+ // do half-lambert on the dot
+ lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
+ lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
+
+ float4 resultColor;
+ resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb );
+ resultColor.a = textureColor.a * i.directionalLightColor.a;
+
+ 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, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
+}