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Diffstat (limited to 'sp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc b/sp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc new file mode 100644 index 00000000..7435f305 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/volume_clouds_ps2x.fxc @@ -0,0 +1,66 @@ +//========= 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] + +// Includes ======================================================================================= +#include "common_vertexlitgeneric_dx9.h" + +// Texture Samplers =============================================================================== +sampler g_tInnerSampler : register( s0 ); +sampler g_tMiddleSampler : register( s1 ); +sampler g_tOuterSampler : register( s2 ); + +// Shaders Constants and Globals ================================================================== +//const float4 g_vPackedConst6 : register( c6 ); +//#define g_flTime g_vPackedConst6.w + +// Interpolated values ============================================================================ +struct PS_INPUT +{ + float4 v2DTangentViewVector01 : TEXCOORD0; + float4 vUv01 : TEXCOORD1; + float4 v2DTangentViewVector2_vUv2 : TEXCOORD2; +}; + +// Main =========================================================================================== +float4 main( PS_INPUT i ) : COLOR +{ + float4 vFinalColor = float4( 0.0f, 0.0f, 0.0f, 1.0f ); + +#if defined(SHADER_MODEL_PS_2_0) + float flNumLayers = 2.0f; +#else + float flNumLayers = 10.0f; +#endif + + //float flColorDim = 1.0f; + for ( float j=flNumLayers-1.0f; j>=0.0f; j-=1.0f ) // From hightest to lowest layer + { + float4 vInnerTexel = tex2D( g_tInnerSampler, saturate( i.vUv01.xy + i.v2DTangentViewVector01.xy * 0.005 * j ) ); + float4 vMiddleTexel = tex2D( g_tMiddleSampler, saturate( i.vUv01.wz + i.v2DTangentViewVector01.wz * 0.005 * j ) ); + float4 vOuterTexel = tex2D( g_tOuterSampler, saturate( i.v2DTangentViewVector2_vUv2.wz + i.v2DTangentViewVector2_vUv2.xy * 0.005 * j ) ); + + float4 vThisTexel; + vThisTexel.rgb = ( vInnerTexel.rgb * vInnerTexel.a ) + ( vMiddleTexel.rgb * vMiddleTexel.a ) + ( vOuterTexel.rgb * vOuterTexel.a ); + vThisTexel.a = 1.0f - ( ( 1.0f - vOuterTexel.a ) * ( 1.0f - vMiddleTexel.a ) * ( 1.0f - vInnerTexel.a ) ); + + //vThisTexel.rgb *= flColorDim; + //flColorDim *= 0.95f; + + // 5.0 and 0.8625 are magic numbers that look good with the current textures + float flBlendValue = saturate( pow( vThisTexel.a, lerp( 5.0f, 0.8625f, saturate( j/(flNumLayers-1.0f) ) ) ) ); + + vFinalColor.rgb = vThisTexel.rgb + ( vFinalColor.rgb * ( 1.0f - flBlendValue ) ); + vFinalColor.a *= 1.0f - flBlendValue; // Dest alpha scalar + } + + //===============// + // Combine terms // + //===============// + float4 result; + result.rgb = vFinalColor.rgb; + result.a = 1.0f - vFinalColor.a; + + return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit. +} |