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Diffstat (limited to 'sp/src/materialsystem/stdshaders/water_ps2x.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/water_ps2x.fxc110
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
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+++ b/sp/src/materialsystem/stdshaders/water_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: "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 );
+}
+