//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "CUBEMAP" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "SELFILLUMFRESNEL" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "LIGHTWARPTEXTURE" "0..1" // STATIC: "PHONGWARPTEXTURE" "0..1" // STATIC: "WRINKLEMAP" "0..1" // STATIC: "DETAIL_BLEND_MODE" "0..6" // STATIC: "DETAILTEXTURE" "0..1" // STATIC: "RIMLIGHT" "0..1" // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] // STATIC: "SHADER_SRGB_READ" "0..1" [XBOX] // STATIC: "SHADER_SRGB_READ" "0..0" [PC] // STATIC: "WORLD_NORMAL" "0..0" [ps20b] [PC] // STATIC: "WORLD_NORMAL" "0..1" [ps30] [PC] // STATIC: "WORLD_NORMAL" "0..0" [XBOX] // STATIC: "PHONG_HALFLAMBERT" "0..1" // DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" #include "common_fog_ps_fxc.h" // DYNAMIC: "NUM_LIGHTS" "0..4" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] // DYNAMIC: "UBERLIGHT" "0..1" [ps30] [PC] // blend mode doesn't matter if we only have one texture // SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 ) // We don't care about flashlight depth unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // We don't care about uberlight unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $UBERLIGHT == 1 ) [ps30] // Only need self illum fresnel when self illum enabled // SKIP: ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 ) // Don't skip these on 360 since we do single-pass rendering+flashlight there! // SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 ) [PC] // SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 ) [PC] // Only do world normals in constrained case // SKIP: ( $WORLD_NORMAL == 1 ) && ( $FLASHLIGHTSHADOWS == 1 ) && ( $NUM_LIGHTS != 0 ) && ( $WRITEWATERFOGTODESTALPHA == 1 ) #include "common_flashlight_fxc.h" #include "shader_constant_register_map.h" #ifdef _X360 #define SINGLE_PASS_FLASHLIGHT 1 #else #define SINGLE_PASS_FLASHLIGHT 0 #endif const float4 g_SelfIllumTint_and_DetailBlendFactor : register( PSREG_SELFILLUMTINT ); #if ( SELFILLUMFRESNEL == 1 ) const float4 g_SelfIllumScaleBiasExpBrightness : register( PSREG_SELFILLUM_SCALE_BIAS_EXP ); #endif const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION ); const float4 g_vPsConst2 : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); #define g_vEnvmapTint ( g_vPsConst2.xyz ) #define g_bHasNormalMapAlphaEnvmapMask g_vPsConst2.w #if ( SINGLE_PASS_FLASHLIGHT ) const float4 g_vPsConst43 : register( c43 ); #define g_vShadowTweaks g_vPsConst43 #else #define g_vShadowTweaks g_vPsConst2 #endif const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_FlashlightAttenuationFactors_RimMask : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass, x has rim mask control const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST ); // This is overridden too! const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost const float4 g_SpecularRimParams : register( PSREG_SPEC_RIM_PARAMS ); // xyz are specular tint color, w is rim power PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's) const float4 g_ShaderControls : register( PSREG_SHADER_CONTROLS ); const float4 g_ShaderControls2 : register( PSREG_SHADER_CONTROLS_2 ); #if UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) const float3 g_vSmoothEdge0 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_0 ); // ps_3_0 and up (over 32 registers) const float3 g_vSmoothEdge1 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_1 ); const float3 g_vSmoothOneOverWidth : register( PSREG_UBERLIGHT_SMOOTH_EDGE_OOW ); const float4 g_vShearRound : register( PSREG_UBERLIGHT_SHEAR_ROUND ); const float4 g_aAbB : register( PSREG_UBERLIGHT_AABB ); const float4x4 g_FlashlightWorldToLight : register( PSREG_UBERLIGHT_WORLD_TO_LIGHT ); #endif #if ( SINGLE_PASS_FLASHLIGHT ) const float4 g_RimParams : register( PSREG_RIMPARAMS ); #define g_RimMaskControl g_RimParams.x #define g_fRimBoost g_RimParams.y #else #define g_RimMaskControl g_FlashlightAttenuationFactors_RimMask.x #define g_fRimBoost g_FlashlightPos_RimBoost.w #endif #define g_FlashlightPos g_FlashlightPos_RimBoost.xyz #define g_FresnelRanges g_FresnelSpecParams.xyz #define g_SpecularBoost g_FresnelSpecParams.w #define g_SpecularTint g_SpecularRimParams.xyz #define g_RimExponent g_SpecularRimParams.w #define g_FlashlightAttenuationFactors g_FlashlightAttenuationFactors_RimMask #define g_EyePos g_EyePos_SpecExponent.xyz // Could merge g_fBaseMapAlphaPhongMask and g_fBaseLumPhongMask into a single -1, 0, 1 control code with some clever negation/saturation logic // // These scalars control behavior with straight-line "control flow" using lerp operations #define g_fBaseMapAlphaPhongMask g_ShaderControls.x #define g_fInverseBlendTintByBaseAlpha g_ShaderControls.z #define g_fInvertPhongMask g_ShaderControls.w #define g_fEnvMapFresnel g_ShaderControls2.x #define g_fBaseLumPhongMask g_ShaderControls2.y #define g_fSpecExp g_ShaderControls2.z #define g_SelfIllumMaskControl g_ShaderControls2.w #define g_fAmbientOcclusionStrength g_EyePos_SpecExponent.w sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha sampler SpecularWarpSampler : register( s1 ); // Specular warp sampler (for iridescence etc) sampler DiffuseWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification) sampler NormalMapSampler : register( s3 ); // Normal map, specular mask in alpha sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers sampler FlashlightSampler : register( s6 ); // Flashlight cookie sampler SpecExponentSampler : register( s7 ); // Specular exponent map sampler EnvmapSampler : register( s8 ); // Cubic environment map #if WRINKLEMAP sampler WrinkleSampler : register( s9 ); // Compression base sampler StretchSampler : register( s10 ); // Expansion base sampler NormalWrinkleSampler : register( s11 ); // Compression normal sampler NormalStretchSampler : register( s12 ); // Expansion normal #endif #if DETAILTEXTURE sampler DetailSampler : register( s13 ); // detail texture #endif sampler SelfIllumMaskSampler : register( s14 ); // selfillummask #if !defined( _X360 ) && defined( SHADER_MODEL_PS_3_0 ) sampler AmbientOcclusionSampler : register( s15 ); // screen space ambient occlusion sampler on PC #endif #define FLASHLIGHT_ONLY ( FLASHLIGHT && !SINGLE_PASS_FLASHLIGHT ) struct PS_INPUT { #ifdef SHADER_MODEL_PS_3_0 float2 vPos : VPOS; // Normalized Screenpos, call ComputeScreenPos() to get useful 2D coordinates #endif float4 baseTexCoordDetailTexCoord : TEXCOORD0; // xy=base zw=detail float4 lightAtten : TEXCOORD1; // Scalar light attenuation factors for FOUR lights float3x3 tangentSpaceTranspose : TEXCOORD2; // second row : TEXCOORD3; // third row : TEXCOORD4; float4 projPos_fWrinkleWeight : TEXCOORD5; #if HARDWAREFOGBLEND || DOPIXELFOG float3 worldPos_vertexFogFactor : TEXCOORD6; //it's important that this declaration stay down here. Moving it seems to trigger a BS compile error on 360 saying we've run out of temp registers. #else float4 worldPos_vertexFogFactor : TEXCOORD6; //it's important that this declaration stay down here. Moving it seems to trigger a BS compile error on 360 saying we've run out of temp registers. #endif }; #if defined( _X360 ) // The compiler runs out of temp registers in certain combos, increase the maximum for now #if ( ( NUM_LIGHTS > 2 ) && ( FLASHLIGHT == 1 ) && ( RIMLIGHT == 1 ) ) [maxtempreg(39)] #elif ( SHADER_SRGB_READ == 1 ) || ( SELFILLUMFRESNEL == 1 ) [maxtempreg(35)] #endif #endif float4 main( PS_INPUT i ) : COLOR { // Unpacking for convenience float fWrinkleWeight = i.projPos_fWrinkleWeight.w; float fSSAODepth = i.projPos_fWrinkleWeight.z; float3 vProjPos = i.projPos_fWrinkleWeight.xyz; float3 vWorldPos = i.worldPos_vertexFogFactor.xyz; float4 vLightAtten = i.lightAtten; float4 baseColor = tex2Dsrgb( BaseTextureSampler, i.baseTexCoordDetailTexCoord.xy ); float flWrinkleAmount, flStretchAmount, flTextureAmount; #if ( WRINKLEMAP ) { flWrinkleAmount = saturate( -fWrinkleWeight ); // One of these two is zero flStretchAmount = saturate( fWrinkleWeight ); // while the other is in the 0..1 range flTextureAmount = 1.0f - flWrinkleAmount - flStretchAmount; // These should sum to one float4 wrinkleColor = tex2Dsrgb( WrinkleSampler, i.baseTexCoordDetailTexCoord.xy ); float4 stretchColor = tex2Dsrgb( StretchSampler, i.baseTexCoordDetailTexCoord.xy ); // Apply wrinkle blend to only RGB. Alpha comes from the base texture baseColor.rgb = ( flTextureAmount * baseColor ) + ( flWrinkleAmount * wrinkleColor ) + ( flStretchAmount * stretchColor ); } #endif float4 detailColor; #if ( DETAILTEXTURE ) { detailColor = tex2D( DetailSampler, i.baseTexCoordDetailTexCoord.zw ); baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w ); } #endif float3 lumCoefficients = { 0.3, 0.59, 0.11 }; float baseLum = dot( baseColor.rgb, lumCoefficients ); float fSpecMask = 1.0f; float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoordDetailTexCoord.xy ); #if ( WRINKLEMAP ) { float4 wrinkleNormal = tex2D( NormalWrinkleSampler, i.baseTexCoordDetailTexCoord.xy ); float4 stretchNormal = tex2D( NormalStretchSampler, i.baseTexCoordDetailTexCoord.xy ); normalTexel = flTextureAmount * normalTexel + flWrinkleAmount * wrinkleNormal + flStretchAmount * stretchNormal; } #endif float3 tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f; fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask ); fSpecMask = lerp( fSpecMask, baseLum, g_fBaseLumPhongMask ); // We need a normal if we're doing any lighting float3 worldSpaceNormal = normalize( mul( (float3x3)i.tangentSpaceTranspose, tangentSpaceNormal ) ); //worldSpaceNormal = float3( 0.0f, 0.0f, 0.0f ); float3 vEyeDir = normalize( g_EyePos - vWorldPos ); float fFresnelRanges; fFresnelRanges = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelRanges ); float3 diffuseLighting = float3( 0.0f, 0.0f, 0.0f ); float3 envMapColor = float3( 0.0f, 0.0f, 0.0f ); #if ( !FLASHLIGHT_ONLY ) { // Summation of diffuse illumination from all local lights diffuseLighting = PixelShaderDoLighting( vWorldPos, worldSpaceNormal, float3( 0.0f, 0.0f, 0.0f ), false, true, vLightAtten, cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, PHONG_HALFLAMBERT, LIGHTWARPTEXTURE, DiffuseWarpSampler ); #if( CUBEMAP ) { float3 vReflect = CalcReflectionVectorUnnormalized( worldSpaceNormal, vEyeDir ); envMapColor = ENV_MAP_SCALE * texCUBE( EnvmapSampler, vReflect ) * g_vEnvmapTint.xyz; // Optionally apply Fresnel to envmap envMapColor = lerp( envMapColor, fFresnelRanges * envMapColor, g_fEnvMapFresnel ); float fEnvMapMask; // Mask is either normal map alpha or base map alpha #if ( SELFILLUMFRESNEL == 1 ) // This is to match the 2.0 version of vertexlitgeneric { fEnvMapMask = lerp( baseColor.a, g_fInvertPhongMask, g_bHasNormalMapAlphaEnvmapMask ); } #else { fEnvMapMask = lerp( baseColor.a, fSpecMask, g_bHasNormalMapAlphaEnvmapMask ); } #endif envMapColor *= lerp( fEnvMapMask, 1-fEnvMapMask, g_fInvertPhongMask ); } #endif } #endif float fSpecExp = g_fSpecExp; float4 vSpecExpMap = tex2D( SpecExponentSampler, i.baseTexCoordDetailTexCoord.xy ); float fSpecExpMap = vSpecExpMap.r; float fRimMask = 0.0f; #if ( !FLASHLIGHT_ONLY ) { fRimMask = lerp( 1.0f, vSpecExpMap.a, g_RimMaskControl ); // Select rim mask } #endif // If the exponent passed in as a constant is zero, use the value from the map as the exponent #if defined( _X360 ) [flatten] #endif if ( fSpecExp == 0 ) fSpecExp = 1.0f - fSpecExpMap + 150.0f * fSpecExpMap; float3 vSpecularTint; // If constant tint is negative, tint with albedo, based upon scalar tint map #if defined( _X360 ) [flatten] #endif if ( g_SpecularTint.r < 0 ) vSpecularTint = lerp( float3(1.0f, 1.0f, 1.0f), baseColor.rgb, vSpecExpMap.g ); else vSpecularTint = g_SpecularTint.rgb; #if ( PHONGWARPTEXTURE ) { fFresnelRanges = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelRanges ); } #endif float3 albedo = baseColor.rgb; float3 specularLighting = float3( 0.0f, 0.0f, 0.0f ); float3 rimLighting = float3( 0.0f, 0.0f, 0.0f ); #if ( !FLASHLIGHT_ONLY ) { float3 specularLightingFromPhong; // Summation of specular from all local lights besides the flashlight PixelShaderDoSpecularLighting( vWorldPos, worldSpaceNormal, fSpecExp, vEyeDir, vLightAtten, NUM_LIGHTS, cLightInfo, PHONGWARPTEXTURE, SpecularWarpSampler, fFresnelRanges, RIMLIGHT, g_RimExponent, // Outputs specularLightingFromPhong, rimLighting ); specularLighting += specularLightingFromPhong; } #endif #if ( FLASHLIGHT ) { float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToTexture ); float3 diffuseLightingFromFlashlight; float3 specularLightingFromFlashlight; DoSpecularFlashlight( g_FlashlightPos, vWorldPos, flashlightSpacePosition, worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, vProjPos.xy / vProjPos.z, fSpecExp, vEyeDir, LIGHTWARPTEXTURE, DiffuseWarpSampler, PHONGWARPTEXTURE, SpecularWarpSampler, fFresnelRanges, g_vShadowTweaks, // These two values are output diffuseLightingFromFlashlight, specularLightingFromFlashlight ); #if ( UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) ) { float4 uberLightPosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToLight ).yzxw; float fUber = uberlight( uberLightPosition, g_vSmoothEdge0, g_vSmoothEdge1, g_vSmoothOneOverWidth, g_vShearRound.xy, g_aAbB, g_vShearRound.zw ); diffuseLightingFromFlashlight *= fUber; specularLightingFromFlashlight *= fUber; } #endif specularLighting += specularLightingFromFlashlight; diffuseLighting += diffuseLightingFromFlashlight; } #endif // Modulate with spec mask, boost and tint specularLighting *= fSpecMask * g_SpecularBoost * vSpecularTint; // If we didn't already apply Fresnel to specular warp, modulate the specular #if ( !PHONGWARPTEXTURE ) { specularLighting *= fFresnelRanges; } #endif // Optionally use basealpha to blend in the diffuse modulation (saturated add of g_fInverseBlendTintByBaseAlpha turns this on/off) diffuseLighting *= lerp( float3( 1.0f, 1.0f, 1.0f ), g_DiffuseModulation.rgb, saturate( baseColor.a + g_fInverseBlendTintByBaseAlpha ) ); float3 diffuseComponent = albedo * diffuseLighting; #if ( SELFILLUM && !FLASHLIGHT_ONLY ) { #if ( SELFILLUMFRESNEL == 1 ) // To free up the constant register...see top of file { // This will apply a Fresnel term based on the vertex normal (not the per-pixel normal!) to help fake and internal glow look float3 vVertexNormal = normalize( float3( i.tangentSpaceTranspose[0].z, i.tangentSpaceTranspose[1].z, i.tangentSpaceTranspose[2].z ) ); float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy ); vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl ); float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, vEyeDir.xyz ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y; diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo * g_SelfIllumScaleBiasExpBrightness.w, vSelfIllumMask.rgb * saturate( flSelfIllumFresnel ) ); } #else { float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy ); vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl ); diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo, vSelfIllumMask ); } #endif diffuseComponent = max( 0.0f, diffuseComponent ); } #endif #if ( DETAILTEXTURE ) { diffuseComponent = TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w ); } #endif #if ( RIMLIGHT && !FLASHLIGHT_ONLY ) { float fRimFresnel = Fresnel4( worldSpaceNormal, vEyeDir ); // Add in rim light modulated with tint, mask and traditional Fresnel (not using Fresnel ranges) rimLighting *= fRimMask * fRimFresnel; // Fold rim lighting into specular term by using the max so that we don't really add light twice... specularLighting = max( specularLighting, rimLighting ); // Add in view-ray lookup from ambient cube specularLighting += fRimFresnel * fRimMask * g_fRimBoost * PixelShaderAmbientLight( vEyeDir, cAmbientCube) * saturate(dot(worldSpaceNormal, float3(0, 0 , 1)) ); } #endif // Screen-space dynamic ambient occlusion on PC float fAmbientOcclusion = 1.0f; #if !defined( _X360 ) && defined( SHADER_MODEL_PS_3_0 ) { fAmbientOcclusion = lerp( 1.0f, tex2D( AmbientOcclusionSampler, ComputeScreenPos( i.vPos ) ).r, g_fAmbientOcclusionStrength ); } #endif float3 result = (specularLighting + envMapColor + diffuseComponent) * fAmbientOcclusion; float flVertexFogFactor = 0.0f; #if ( !HARDWAREFOGBLEND && !DOPIXELFOG ) { flVertexFogFactor = i.worldPos_vertexFogFactor.w; } #endif float fogFactor = CalcPixelFogFactorSupportsVertexFog( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, vWorldPos.xyz, vProjPos.z, flVertexFogFactor ); float alpha; #if ( WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) ) { alpha = fogFactor; } #else { alpha = g_DiffuseModulation.a; // Want to multiply by 1.0 if we are using base alpha for anything that isn't translucency. float fBaseAlphaIsForTranslucency = 1.0f; #if ( SELFILLUM ) // If we are selfillum, base alpha can only be used for translucency if we have a separate selfillummask fBaseAlphaIsForTranslucency *= g_SelfIllumMaskControl; #endif // Can't use base alpha for translucency if it's being used for a phong mask. fBaseAlphaIsForTranslucency *= ( 1.0f - g_fBaseMapAlphaPhongMask ); // Lerp between 1.0f and baseColor.a based on if we are using the basealpha for translucency. alpha *= lerp( 1.0f, baseColor.a, fBaseAlphaIsForTranslucency ); } #endif bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 ); #if ( WORLD_NORMAL ) { return float4( worldSpaceNormal, fSSAODepth ); } #else { //FIXME: need to take dowaterfog into consideration return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, vProjPos.z ); } #endif }