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-rw-r--r--sp/src/materialsystem/stdshaders/sprite_ps2x.fxc61
1 files changed, 61 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/sprite_ps2x.fxc b/sp/src/materialsystem/stdshaders/sprite_ps2x.fxc
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+++ b/sp/src/materialsystem/stdshaders/sprite_ps2x.fxc
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+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "VERTEXCOLOR" "0..1"
+// STATIC: "CONSTANTCOLOR" "0..1"
+// STATIC: "HDRTYPE" "0..2"
+// STATIC: "SRGB" "0..1"
+// STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
+
+// DYNAMIC: "HDRENABLED" "0..1"
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+const HALF4 g_Color : register( c0 );
+const float g_HDRColorScale : register( c1 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+sampler TexSampler : register( s0 );
+
+struct PS_INPUT
+{
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+ float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
+
+#if VERTEXCOLOR
+ sample *= i.color;
+#endif
+
+#if CONSTANTCOLOR
+ sample *= g_Color;
+#endif
+
+#if HDRTYPE && HDRENABLED
+ sample.xyz *= g_HDRColorScale;
+#endif
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+#if SRGB
+ result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+#else
+ result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA );
+#endif
+
+ // On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first
+#if SRGB_OUTPUT_ADAPTER
+ result = GammaToLinear( result );
+#endif
+
+ return result;
+}
+