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Diffstat (limited to 'mp/src/materialsystem/stdshaders/teeth_flashlight_ps2x.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/teeth_flashlight_ps2x.fxc66
1 files changed, 66 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/teeth_flashlight_ps2x.fxc b/mp/src/materialsystem/stdshaders/teeth_flashlight_ps2x.fxc
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+//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
+// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
+// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
+
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
+// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
+
+#include "common_flashlight_fxc.h"
+#include "shader_constant_register_map.h"
+
+sampler BaseTextureSampler : register( s0 );
+sampler SpotSampler : register( s1 );
+sampler FlashlightDepthSampler : register( s2 );
+sampler RandomRotationSampler : register( s3 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
+const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
+const float4 g_FlashlightAtten : register( PSREG_FLASHLIGHT_ATTENUATION );
+const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
+const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0; // Base texture coordinates
+ float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
+ float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
+ float4 projPos : TEXCOORD3; // Projective space position
+ float3 worldPos : TEXCOORD4; // Necessary for pixel fog
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+#if defined( SHADER_MODEL_PS_2_0 )
+ float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw );
+#else
+ float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
+ float3 result = tex2D( SpotSampler, vProjCoords );
+#endif
+
+ result *= cFlashlightColor.rgb;
+
+#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
+ result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true );
+#endif
+ result *= 0.35f; // Without this, unshadowed teeth always seem to glow
+
+ result *= i.vertAtten; // Distance atten, NdotL and forward vector
+
+ float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
+ result *= baseSample.rgb; // Multiply by base map and diffuse
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
+ return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+}
+