mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-12-07 18:48:22 +00:00
49 lines
1.6 KiB
Plaintext
49 lines
1.6 KiB
Plaintext
//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
|
||
//
|
||
// Purpose:
|
||
//
|
||
//=============================================================================
|
||
|
||
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
||
|
||
// DYNAMIC: "PIXELFOGTYPE" "0..2"
|
||
// 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]
|
||
|
||
|
||
#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"
|
||
|
||
sampler BaseTextureSampler : register( s0 );
|
||
|
||
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
||
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
||
|
||
struct PS_INPUT
|
||
{
|
||
float2 baseTexCoord : TEXCOORD0;
|
||
float3 vertAtten : TEXCOORD1;
|
||
|
||
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
||
};
|
||
|
||
float4 main( PS_INPUT i ) : COLOR
|
||
{
|
||
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
|
||
|
||
float4 result;
|
||
result.xyz = baseSample.xyz * i.vertAtten;
|
||
result.a = baseSample.a;
|
||
|
||
|
||
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 );
|
||
}
|