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-rw-r--r--sp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc47
1 files changed, 47 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc b/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc
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+++ b/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc
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+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "MACROS" "0..1"
+
+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+
+sampler BaseSampler : register( s0 );
+// NOTE: LightmapSampler is at the same place as the lightmap sampler in lightmappedgeneric so that we have
+// generally the same texture state here.
+// CENTROID: TEXCOORD1
+sampler LightmapSampler: register( s1 );
+sampler BaseSampler2: register( s2 );
+sampler LightmapAlphaSampler: register( s3 );
+sampler MacrosSampler: register( s4 );
+
+struct PS_INPUT
+{
+ float2 baseCoord : TEXCOORD0;
+ float2 baseCoord2 : TEXCOORD1;
+ float2 lightmapCoord : TEXCOORD2;
+ float2 macrosCoord : TEXCOORD3;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ bool bMacros = MACROS ? true : false;
+
+ float4 base = tex2D( BaseSampler, i.baseCoord );
+ float4 base2 = tex2D( BaseSampler2, i.baseCoord2 );
+
+ float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
+ float blendFactor = lightmap.a;
+
+ float4 color = 2.0f * lightmap * lerp( base2, base, blendFactor );
+ if( bMacros )
+ {
+ float4 macros = tex2D( MacrosSampler, i.macrosCoord );
+
+ // Not sure what to do with macro alpha
+ color.rgb *= 2.0f * lerp( macros.a, macros.b, blendFactor );
+ }
+
+ return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
+