diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cable_ps2x.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cable_ps2x.fxc | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_ps2x.fxc b/mp/src/materialsystem/stdshaders/cable_ps2x.fxc new file mode 100644 index 00000000..a3c7ff13 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cable_ps2x.fxc @@ -0,0 +1,54 @@ +// 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 ); +} |