diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/spritecard_ps11.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/spritecard_ps11.fxc | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/spritecard_ps11.fxc b/mp/src/materialsystem/stdshaders/spritecard_ps11.fxc new file mode 100644 index 00000000..624362cb --- /dev/null +++ b/mp/src/materialsystem/stdshaders/spritecard_ps11.fxc @@ -0,0 +1,72 @@ +// STATIC: "ADDBASETEXTURE2" "0..1" +// STATIC: "ADDSELF" "0..1" +// STATIC: "USEALPHAASRGB" "0..1" +// SKIP: $USEALPHAASRGB && $ADDSELF +// SKIP: $USEALPHAASRGB && $ADDBASETEXTURE2 + +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + +struct PS_INPUT +{ + float2 texCoord0 : TEXCOORD0; + float2 texCoord1 : TEXCOORD1; + float4 argbcolor : COLOR; + float4 blendfactor0 : TEXCOORD2; +#if ADDBASETEXTURE2 + float2 texCoord2 : TEXCOORD3; +#endif + float4 vScreenPos : TEXCOORD7; +}; + +sampler BaseTextureSampler : register( s0 ); + +#if ADDBASETEXTURE2 +sampler BaseTextureSampler2 : register( s3 ); +#endif + +sampler BaseTextureSampler1 : register( s1 ); +const float4 g_Parameters : register( c0 ); +const float4 g_ColorPowers : register( c1 ); + +#define fAdditiveBlendWeight g_Parameters.x +#define fOverbrightFactor g_Parameters.y +#define fAdditiveSelfBlendWeight g_Parameters.z +#define fSoftParticleBlendScale g_Parameters.w + +#pragma warning( disable : 4707 4704 ) +float4 main( PS_INPUT i ) : COLOR +{ + // Sample frames from texture 0 +#if ( ! ADDSELF ) && ( ! ADDBASETEXTURE2 ) + float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 ); + float4 baseTex1 = tex2D( BaseTextureSampler1, i.texCoord1 ); + float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x ); +#else + float4 blended_rgb = tex2D( BaseTextureSampler, i.texCoord0 ); +#endif +#if USEALPHAASRGB + blended_rgb.rgb = blended_rgb.a; +#endif + +#if ADDBASETEXTURE2 + blended_rgb.a *= i.argbcolor.a; + + // In this case, we don't really want to pre-multiply by alpha + float4 color2 = tex2D( BaseTextureSampler2, i.texCoord2 ); + blended_rgb.rgb *= blended_rgb.a; + blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * color2; + blended_rgb.rgb *= 2 * i.argbcolor.rgb; +#else +#if ADDSELF + blended_rgb.a *= i.argbcolor.a; + blended_rgb.rgb *= blended_rgb.a; + blended_rgb.rgb += fOverbrightFactor * 8 * fAdditiveSelfBlendWeight * blended_rgb; + blended_rgb.rgb *= 2 * i.argbcolor.rgb; +#else + blended_rgb *= i.argbcolor; +#endif +#endif + return blended_rgb; +} + |