diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc new file mode 100644 index 00000000..7629f72f --- /dev/null +++ b/sp/src/materialsystem/stdshaders/eyes_flashlight_inc.fxc @@ -0,0 +1,92 @@ +//====== 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 + +} |