diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc b/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc new file mode 100644 index 00000000..fd457be8 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc @@ -0,0 +1,59 @@ +// DYNAMIC: "PIXELFOGTYPE" "0..1" + +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +#include "common_ps_fxc.h" +#include "shader_constant_register_map.h" + +sampler BaseTextureSampler : register( s0 ); +sampler LightMap0Sampler : register( s1 ); +sampler LightMap1Sampler : register( s2 ); +sampler LightMap2Sampler : register( s3 ); + +const float4 g_LightMap0Color : register( c0 ); +const float4 g_LightMap1Color : register( c1 ); +const float4 g_LightMap2Color : register( c2 ); +const float4 g_ModulationColor : register( c3 ); + +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); + + +struct PS_INPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord0 : TEXCOORD0; + float2 vTexCoord1 : TEXCOORD1; + float2 vTexCoord2 : TEXCOORD2; + float2 vTexCoord3 : TEXCOORD3; + float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog + + float4 vColor : COLOR0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 resultColor; + + // output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + + // lightmapColor[1] * ( ( N dot basis[1] )^2 ) + + // lightmapColor[2] * ( ( N dot basis[2] )^2 ) + + resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color; + resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor; + resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor; + + // Modulate by decal texture + float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 ); + resultColor.rgb = resultColor * decalColor; + resultColor.a = decalColor.a; + + // Modulate by constant color + resultColor = resultColor * g_ModulationColor; + + // Modulate by per-vertex factor + resultColor = resultColor * i.vColor; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); +} |