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Diffstat (limited to 'mp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc')
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diff --git a/mp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc b/mp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc
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+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+// Includes =======================================================================================
+#include "common_vertexlitgeneric_dx9.h"
+
+// Texture Samplers ===============================================================================
+sampler g_tInnerSampler : register( s0 );
+sampler g_tMiddleSampler : register( s1 );
+sampler g_tOuterSampler : register( s2 );
+
+// Shaders Constants and Globals ==================================================================
+//const float4 g_vPackedConst6 : register( c6 );
+//#define g_flTime g_vPackedConst6.w
+
+// Interpolated values ============================================================================
+struct PS_INPUT
+{
+ float4 v2DTangentViewVector01 : TEXCOORD0;
+ float4 vUv01 : TEXCOORD1;
+ float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
+};
+
+// Main ===========================================================================================
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 vFinalColor = float4( 0.0f, 0.0f, 0.0f, 1.0f );
+
+#if defined(SHADER_MODEL_PS_2_0)
+ float flNumLayers = 2.0f;
+#else
+ float flNumLayers = 10.0f;
+#endif
+
+ //float flColorDim = 1.0f;
+ for ( float j=flNumLayers-1.0f; j>=0.0f; j-=1.0f ) // From hightest to lowest layer
+ {
+ float4 vInnerTexel = tex2D( g_tInnerSampler, saturate( i.vUv01.xy + i.v2DTangentViewVector01.xy * 0.005 * j ) );
+ float4 vMiddleTexel = tex2D( g_tMiddleSampler, saturate( i.vUv01.wz + i.v2DTangentViewVector01.wz * 0.005 * j ) );
+ float4 vOuterTexel = tex2D( g_tOuterSampler, saturate( i.v2DTangentViewVector2_vUv2.wz + i.v2DTangentViewVector2_vUv2.xy * 0.005 * j ) );
+
+ float4 vThisTexel;
+ vThisTexel.rgb = ( vInnerTexel.rgb * vInnerTexel.a ) + ( vMiddleTexel.rgb * vMiddleTexel.a ) + ( vOuterTexel.rgb * vOuterTexel.a );
+ vThisTexel.a = 1.0f - ( ( 1.0f - vOuterTexel.a ) * ( 1.0f - vMiddleTexel.a ) * ( 1.0f - vInnerTexel.a ) );
+
+ //vThisTexel.rgb *= flColorDim;
+ //flColorDim *= 0.95f;
+
+ // 5.0 and 0.8625 are magic numbers that look good with the current textures
+ float flBlendValue = saturate( pow( vThisTexel.a, lerp( 5.0f, 0.8625f, saturate( j/(flNumLayers-1.0f) ) ) ) );
+
+ vFinalColor.rgb = vThisTexel.rgb + ( vFinalColor.rgb * ( 1.0f - flBlendValue ) );
+ vFinalColor.a *= 1.0f - flBlendValue; // Dest alpha scalar
+ }
+
+ //===============//
+ // Combine terms //
+ //===============//
+ float4 result;
+ result.rgb = vFinalColor.rgb;
+ result.a = 1.0f - vFinalColor.a;
+
+ return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit.
+}