diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/water_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/water_ps2x.fxc | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/water_ps2x.fxc b/sp/src/materialsystem/stdshaders/water_ps2x.fxc new file mode 100644 index 00000000..a80a8a15 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/water_ps2x.fxc @@ -0,0 +1,110 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// STATIC: "BASETEXTURE" "0..1" +// STATIC: "MULTITEXTURE" "0..1" +// STATIC: "REFLECT" "0..1" +// STATIC: "REFRACT" "0..1" +// STATIC: "ABOVEWATER" "0..1" +// STATIC: "BLURRY_REFRACT" "0..1" [ps20b] + +// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2 +// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX] +// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC] + +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] + +// SKIP: $MULTITEXTURE && $BASETEXTURE + +#if defined(SHADER_MODEL_PS_2_0) +# define BLURRY_REFRACT 0 +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + +#include "water_ps2x_helper.h" + + +sampler RefractSampler : register( s0 ); +#if BASETEXTURE +sampler BaseTextureSampler : register( s1 ); +#endif +sampler ReflectSampler : register( s2 ); +#if BASETEXTURE +sampler LightmapSampler : register( s3 ); +#endif +sampler NormalSampler : register( s4 ); + +const HALF4 vRefractTint : register( c1 ); +const HALF4 vReflectTint : register( c4 ); +const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale +const HALF4 g_WaterFogColor : register( c6 ); +const HALF4 g_WaterFogParams : register( c7 ); + +const float4 g_PixelFogParams : register( c8 ); + + +#define g_WaterFogStart g_WaterFogParams.x +#define g_WaterFogEndMinusStart g_WaterFogParams.y +#define g_Reflect_OverBright g_WaterFogParams.z + +struct PS_INPUT +{ + float2 vBumpTexCoord : TEXCOORD0; + half3 vTangentEyeVect : TEXCOORD1; + float4 vReflectXY_vRefractYX : TEXCOORD2; + float W : TEXCOORD3; + float4 vProjPos : TEXCOORD4; + float screenCoord : TEXCOORD5; +#if MULTITEXTURE + float4 vExtraBumpTexCoord : TEXCOORD6; +#endif +#if BASETEXTURE +// CENTROID: TEXCOORD6 + HALF4 lightmapTexCoord1And2 : TEXCOORD6; +// CENTROID: TEXCOORD7 + HALF4 lightmapTexCoord3 : TEXCOORD7; +#endif + + float4 fogFactorW : COLOR1; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + DrawWater_params_t params; + + params.vBumpTexCoord = i.vBumpTexCoord; +#if MULTITEXTURE + params.vExtraBumpTexCoord = i.vExtraBumpTexCoord; +#endif + params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX; + params.w = i.W; + params.vReflectRefractScale = g_ReflectRefractScale; + params.fReflectOverbright = g_Reflect_OverBright; + params.vReflectTint = vReflectTint; + params.vRefractTint = vRefractTint; + params.vTangentEyeVect = i.vTangentEyeVect; + params.waterFogColor = g_WaterFogColor; +#if BASETEXTURE + params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2; + params.lightmapTexCoord3 = i.lightmapTexCoord3; +#endif + params.vProjPos = i.vProjPos; + params.pixelFogParams = g_PixelFogParams; + params.fWaterFogStart = g_WaterFogStart; + params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart; + + float4 result; + float fogFactor; + DrawWater( params, + // yay. . can't put sampler in a struct. +#if BASETEXTURE + BaseTextureSampler, + LightmapSampler, +#endif + NormalSampler, RefractSampler, ReflectSampler, + result, fogFactor ); + + return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z ); +} + |