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Diffstat (limited to 'sp/src/materialsystem/stdshaders/vertexlit_lighting_only_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/vertexlit_lighting_only_ps2x.fxc | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/vertexlit_lighting_only_ps2x.fxc b/sp/src/materialsystem/stdshaders/vertexlit_lighting_only_ps2x.fxc new file mode 100644 index 00000000..52812637 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/vertexlit_lighting_only_ps2x.fxc @@ -0,0 +1,68 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== + +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// STATIC: "DIFFUSELIGHTING" "0..1" +// STATIC: "HALFLAMBERT" "0..1" + +// DYNAMIC: "AMBIENT_LIGHT" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20] +// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b] + +#define HDRTYPE HDR_TYPE_NONE +#include "common_vertexlitgeneric_dx9.h" + +const float4 g_OverbrightFactor : register( c4 ); +const float3 cAmbientCube[6] : register( c6 ); + +PixelShaderLightInfo cLightInfo[3] : register(c13); + +sampler BumpmapSampler : register( s0 ); +sampler NormalizeSampler : register( s1 ); + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; + // detail textures and bumpmaps are mutually exclusive so that we have enough texcoords. + float2 detailOrBumpTexCoord : TEXCOORD1; + // bump mapping and a separate envmap mask texture are mutually exclusive. + float2 envmapMaskTexCoord : TEXCOORD2; + float3 worldVertToEyeVector : TEXCOORD3; + float3x3 tangentSpaceTranspose : TEXCOORD4; + float4 worldPos_projPosZ : TEXCOORD5; + float2 lightAtten01 : TEXCOORD6; + float2 lightAtten23 : TEXCOORD7; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + bool bDiffuseLighting = DIFFUSELIGHTING ? true : false; + bool bHalfLambert = HALFLAMBERT ? true : false; + bool bAmbientLight = AMBIENT_LIGHT ? true : false; + int nNumLights = NUM_LIGHTS; + + float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 ); + + float3 tangentSpaceNormal = float3( 0.0f, 0.0f, 1.0f ); + float4 normalTexel = 1.0f; + float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); + + normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord ); + tangentSpaceNormal = 2.0f * normalTexel - 1.0f; + + float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f ); + if( bDiffuseLighting ) + { + float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); + float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f ); + diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, + float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, + vLightAtten, cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert, + false, 0, false, NormalizeSampler ); + // multiply by .5 since we want a 50% (in gamma space) reflective surface) + diffuseLighting *= pow( 0.5f, 2.2f ); + } + + return FinalOutput( float4( diffuseLighting, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} + |