source-sdk-2013-mapbase/mp/src/materialsystem/stdshaders/lightmappedgeneric_decal_ps2x.fxc
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

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// DYNAMIC: "PIXELFOGTYPE" "0..1"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 );
sampler LightMap0Sampler : register( s1 );
sampler LightMap1Sampler : register( s2 );
sampler LightMap2Sampler : register( s3 );
const float4 g_LightMap0Color : register( c0 );
const float4 g_LightMap1Color : register( c1 );
const float4 g_LightMap2Color : register( c2 );
const float4 g_ModulationColor : register( c3 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float2 vTexCoord3 : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
float4 vColor : COLOR0;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 resultColor;
// output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
// lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
// lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color;
resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor;
resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor;
// Modulate by decal texture
float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
resultColor.rgb = resultColor * decalColor;
resultColor.a = decalColor.a;
// Modulate by constant color
resultColor = resultColor * g_ModulationColor;
// Modulate by per-vertex factor
resultColor = resultColor * i.vColor;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}