//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "TRANSLUCENT" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..3" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX] #include "common_fog_ps_fxc.h" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] #if defined( SHADER_MODEL_PS_2_0 ) #define WRITE_DEPTH_TO_DESTALPHA 0 #endif #include "common_ps_fxc.h" #include "shader_constant_register_map.h" const HALF4 g_DiffuseModulation : register( c1 ); #if !FLASHLIGHT // we don't use these with HDR. const HALF3 g_EnvmapContrast : register( c2 ); const HALF3 g_EnvmapSaturation : register( c3 ); #endif const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FlashlightAttenuationFactors : register( c22 ); const HALF3 g_FlashlightPos : register( c23 ); const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 sampler BaseTextureSampler : register( s0 ); sampler BaseTextureSampler2 : register( s1 ); struct PS_INPUT { float4 projPos : POSITION; // Projection-space position HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float4 vColor : COLOR0; #endif }; #if LIGHTING_PREVIEW == 2 LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR #else float4 main( PS_INPUT i ) : COLOR #endif { #if LIGHTING_PREVIEW == 1 return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); #endif #if LIGHTING_PREVIEW == 2 LPREVIEW_PS_OUT ret; ret.flags=float4(1,1,1,1); ret.color=float4( 0.0f, 0.0f, 0.0f, 1.0f ); ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f ); ret.position=float4( i.worldPos_projPosZ.xyz, 1.0f ); return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif #if (LIGHTING_PREVIEW == 0) || ( LIGHTING_PREVIEW == 3 ) float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); float4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy ); float4 result = baseColor * baseColor2 * g_DiffuseModulation; // This material can only get a non-opaque alpha if the material is marked as translucent # if ( TRANSLUCENT == 0 ) result.a = 1.0f; # endif float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); #endif }