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-rw-r--r--mp/src/materialsystem/stdshaders/example_model_ps20b.fxc184
1 files changed, 92 insertions, 92 deletions
diff --git a/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc
index a7b35e44..29ed629a 100644
--- a/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc
+++ b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc
@@ -1,92 +1,92 @@
-//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
-//
-// Example pixel shader that can be applied to models
-//
-//==================================================================================================
-
-// STATIC: "CONVERT_TO_SRGB" "0..0"
-// STATIC: "FLASHLIGHT" "0..1"
-// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b]
-
-// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
-// DYNAMIC: "PIXELFOGTYPE" "0..1"
-// DYNAMIC: "NUM_LIGHTS" "0..4"
-// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b]
-// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
-
-// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
-
-// We don't care about flashlight depth unless the flashlight is on
-// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
-
-// Flashlight shadow filter mode is irrelevant if there is no flashlight
-// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
-
-#include "common_flashlight_fxc.h"
-#include "shader_constant_register_map.h"
-
-const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
-const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
-const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
-const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
-const float4 g_FogParams : register( PSREG_FOG_PARAMS );
-const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
-const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
-const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
-PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
-
-#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
-
-sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
-sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
-sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
-sampler FlashlightSampler : register( s6 ); // Flashlight cookie
-
-struct PS_INPUT
-{
- float2 baseTexCoord : TEXCOORD0;
- float4 lightAtten : TEXCOORD1;
- float3 worldNormal : TEXCOORD2;
- float3 worldPos : TEXCOORD3;
- float3 projPos : TEXCOORD4;
-};
-
-float4 main( PS_INPUT i ) : COLOR
-{
- float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
-
- float3 diffuseLighting;
- if ( FLASHLIGHT != 0 )
- {
- float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture );
-
- diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition,
- i.worldNormal, g_FlashlightAttenuationFactors.xyz,
- g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
- NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks );
- }
- else // non-flashlight path
- {
- // Summation of diffuse illumination from all local lights
- diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal,
- float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten,
- cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true,
-
- // These are dummy parameters:
- false, 1.0f,
- false, BaseTextureSampler );
- }
-
- float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting;
- float alpha = g_DiffuseModulation.a * baseColor.a;
-
- float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
-
-#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
- alpha = fogFactor;
-#endif
-
- bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
-
- return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
-}
+//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
+//
+// Example pixel shader that can be applied to models
+//
+//==================================================================================================
+
+// STATIC: "CONVERT_TO_SRGB" "0..0"
+// STATIC: "FLASHLIGHT" "0..1"
+// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b]
+
+// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "NUM_LIGHTS" "0..4"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b]
+// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
+
+// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
+
+// We don't care about flashlight depth unless the flashlight is on
+// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
+
+// Flashlight shadow filter mode is irrelevant if there is no flashlight
+// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
+
+#include "common_flashlight_fxc.h"
+#include "shader_constant_register_map.h"
+
+const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
+const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
+const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
+const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
+const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
+const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
+PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
+
+#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
+
+sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
+sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
+sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
+sampler FlashlightSampler : register( s6 ); // Flashlight cookie
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0;
+ float4 lightAtten : TEXCOORD1;
+ float3 worldNormal : TEXCOORD2;
+ float3 worldPos : TEXCOORD3;
+ float3 projPos : TEXCOORD4;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
+
+ float3 diffuseLighting;
+ if ( FLASHLIGHT != 0 )
+ {
+ float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture );
+
+ diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition,
+ i.worldNormal, g_FlashlightAttenuationFactors.xyz,
+ g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
+ NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks );
+ }
+ else // non-flashlight path
+ {
+ // Summation of diffuse illumination from all local lights
+ diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal,
+ float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten,
+ cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true,
+
+ // These are dummy parameters:
+ false, 1.0f,
+ false, BaseTextureSampler );
+ }
+
+ float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting;
+ float alpha = g_DiffuseModulation.a * baseColor.a;
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
+
+#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
+ alpha = fogFactor;
+#endif
+
+ bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
+
+ return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
+}