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Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc92
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diff --git a/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc
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+++ b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc
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+//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+#include "common_flashlight_fxc.h"
+#include "shader_constant_register_map.h"
+
+
+const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
+
+sampler SpotSampler : register( s0 );
+sampler BaseTextureSampler : register( s1 );
+sampler IrisSampler : register( s3 );
+
+#if FLASHLIGHTSHADOWS && (!SHADER_MODEL_PS_1_1) && (!SHADER_MODEL_PS_1_4) && (!SHADER_MODEL_PS_2_0)
+sampler FlashlightDepthSampler : register( s4 );
+sampler RandomRotationSampler : register( s5 );
+#endif
+
+#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
+
+#else
+ const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+ const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+#endif
+
+struct PS_INPUT
+{
+ float4 spotTexCoord : TEXCOORD0;
+ float2 baseTexCoord : TEXCOORD1;
+ float2 irisTexCoord : TEXCOORD3;
+#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
+ float3 vertAtten : COLOR0;
+#else
+ float3 vertAtten : TEXCOORD4;
+ float3 worldPos : TEXCOORD5;
+ float3 projPos : TEXCOORD7;
+#endif
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+#if defined(SHADER_MODEL_PS_2_0)
+ float3 spotColor = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ) * cFlashlightColor;
+#elif ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
+ float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
+ float3 spotColor = tex2D( SpotSampler, vProjCoords ) * cFlashlightColor;
+#else
+ float3 spotColor = tex2D( SpotSampler, i.spotTexCoord );
+#endif
+
+ float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
+ float4 irisSample = tex2D( IrisSampler, i.irisTexCoord );
+
+ float3 outcolor = float3(1,1,1);
+
+#if !defined( SHADER_MODEL_PS_1_1 ) && !defined( SHADER_MODEL_PS_1_4 )
+ if( i.spotTexCoord.w <= 0.0f )
+ {
+ outcolor = float3(0,0,0);
+ }
+#endif
+
+ // Composite the iris and sclera together
+#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
+ float3 albedo = lerp( baseSample.xyz, irisSample.xyz, irisSample.a );
+#else
+ float3 albedo = lerp( baseSample.xyz, irisSample.xyz * 0.5f, irisSample.a ); // dim down the iris in HDR
+#endif
+
+ // Do shadow depth mapping...
+#if FLASHLIGHTSHADOWS && ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
+ float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, true );
+ float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
+ flShadow = lerp( flAttenuated, flShadow, dot(i.vertAtten, float3(0.30f, 0.59f, 0.11f) ) ); // Blend between shadow and above, according to light attenuation
+ outcolor *= flShadow * spotColor * albedo;
+#else
+ outcolor *= spotColor * albedo;
+#endif
+
+ // NOTE!! This has to be last to avoid loss of range.
+ outcolor *= i.vertAtten;
+#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
+ return float4( outcolor, baseSample.a );
+#else
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos.z, i.projPos.z );
+ return FinalOutput( float4( outcolor, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+#endif
+
+}