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Diffstat (limited to 'sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc59
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
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+++ b/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc
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+// 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 );
+}