//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // paired with "vertexlit_and_unlit_generic_vs##" // STATIC: "VERTEXALPHA" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] [PC] // We don't care about flashlight depth unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b] // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30] // Flashlight shadow filter mode is irrelevant if there is no flashlight // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b] // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30] #include "common_ps_fxc.h" #include "common_flashlight_fxc.h" #include "shader_constant_register_map.h" sampler TexSampler : register( s0 ); sampler RandRotSampler : register( s6 ); // RandomRotation sampler sampler FlashlightSampler : register( s7 ); sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FogTweakParams : register( c0 ); #define g_fFogExponentTweak g_FogTweakParams.x #define g_fFogScaleTweak g_FogTweakParams.y const float4 g_FlashlightAttenuationFactors : register( c22 ); const float3 g_FlashlightPos : register( c23 ); const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 struct PS_INPUT { HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog float4 color : COLOR1; #if FLASHLIGHT float4 vProjPos : TEXCOORD2; #endif }; float4 main( PS_INPUT i ) : COLOR { float4 result = tex2D( TexSampler, i.baseTexCoord ); // Blend towards grey based on alpha float flFactor = 1.0; #if VERTEXALPHA flFactor *= i.color.w; #endif #if FLASHLIGHT //if( bFlashlight ) { int nShadowSampleLevel = 0; bool bDoShadows = false; float2 vProjPos = float2(0, 0); // On ps_2_b, we can do shadow mapping #if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) ) nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE; bDoShadows = FLASHLIGHTSHADOWS; vProjPos = i.vProjPos.xy / i.vProjPos.w; // Screen-space position for shadow map noise #endif float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture ); float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition, float3( 0.0f, 0.0f, 1.0f ), g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, RandRotSampler, nShadowSampleLevel, bDoShadows, false, vProjPos, false, float4(3/1024.0f, 0.0005f, 0.0f, 0.0f), false ); flFactor *= (flashlightColor.x + flashlightColor.y + flashlightColor.z); //result.xyz *= flashlightColor.xyz; //result.a *= (flashlightColor.x * flashlightColor.y * flashlightColor.z); } #endif result.xyz = lerp( float3( 0.5, 0.5, 0.5 ), result.xyz, flFactor ); // Since we're blending with a mod2x, we need to compensate with this hack // NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem // a little transparent, but it's better than not doing this float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); fogFactor = pow( saturate( g_fFogScaleTweak * fogFactor ), g_fFogExponentTweak ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ); }