//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "SHADER_SRGB_READ" "0..1" [XBOX] // STATIC: "SHADER_SRGB_READ" "0..0" [PC] // STATIC: "SHADOWDEPTH" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20] // DYNAMIC: "PIXELFOGTYPE" "0..1" #include "common_ps_fxc.h" float4 g_FogParams : register( c0 ); float3 g_EyePos : register( c1 ); // VS_OUTPUT in a common file. #define PIXELSHADER #include "common_splinerope_fxc.h" sampler BaseTextureSampler : register( s0 ); sampler NormalSampler : register( s1 ); float4 main( PS_INPUT i ) : COLOR { #if ( SHADOWDEPTH == 0 ) { float3 vNormalMapDir = tex2D( NormalSampler, i.texCoord.xy ); // Get the 3-vector from the normal map float4 textureColor = tex2D( BaseTextureSampler, i.texCoord.xy ); //Expand compacted vectors vNormalMapDir = ( vNormalMapDir - 0.5 ) * 2.0; float3 vLightDir = float3( 0.0f, 0.0f, 1.0f ); float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir // do half-lambert on the dot lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5; lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap; float4 resultColor; resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.argbcolor.rgb ); resultColor.a = textureColor.a * i.argbcolor.a; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); } #else { return float4( 0.0f, 0.0f, 0.0f, 1.0f ); } #endif }