diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyes_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/eyes_ps2x.fxc | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eyes_ps2x.fxc b/sp/src/materialsystem/stdshaders/eyes_ps2x.fxc new file mode 100644 index 00000000..d71d813f --- /dev/null +++ b/sp/src/materialsystem/stdshaders/eyes_ps2x.fxc @@ -0,0 +1,68 @@ +//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30] +// DYNAMIC: "PIXELFOGTYPE" "0..1" + +#include "common_ps_fxc.h" +#include "shader_constant_register_map.h" + +sampler BaseTextureSampler : register( s0 ); +sampler IrisSampler : register( s1 ); +sampler GlintSampler : register( s2 ); +const float4 cEyeScalars : register( c0 ); // { Dilation, ambient, x, x } + +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; + float2 irisTexCoord : TEXCOORD1; + float2 glintTexCoord : TEXCOORD2; + float3 vertAtten : TEXCOORD3; + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog +}; + +#define fDilationFactor cEyeScalars.x +#define fGlintDamping cEyeScalars.y + +float4 main( PS_INPUT i ) : COLOR +{ + float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); + float4 glintSample = tex2D( GlintSampler, i.glintTexCoord ); +/* + // Dilate the pupil/iris texture (1 is max dilation, 0 is none) + float2 biasedCoords = i.irisTexCoord * 2.0f - 1.0f; // -1 to +1 range + float fDilatability = saturate(0.8f - sqrt(dot(biasedCoords, biasedCoords) )); // 1 in the center, fading out to 0 at 0.8 from center, since irises are inset into maps + float2 scaledCoords = biasedCoords * (1 + fDilatability); // Maximal dilation + + // Blend undilated and maximally dilated based upon dilation factor + float2 dilatedCoords = lerp( scaledCoords, biasedCoords, 1.0f-saturate(cDilationFactor.x)); + dilatedCoords = dilatedCoords * 0.5f + 0.5f; // Back to 0..1 range +*/ + + float4 irisSample = tex2D( IrisSampler, i.irisTexCoord ); // Sample the iris map using dilated coordinates + + float4 result; + result.rgb = lerp( baseSample.rgb, irisSample.rgb, irisSample.a ); + result.rgb *= i.vertAtten; + result.rgb += glintSample.rgb * fGlintDamping; + result.a = baseSample.a; + + bool bWriteDepthToAlpha = false; + + // ps_2_b and beyond +#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) + bWriteDepthToAlpha = WRITE_DEPTH_TO_DESTALPHA != 0; +#endif + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w ); +} |