source-sdk-2013-mapbase/mp/src/materialsystem/stdshaders/worldtwotextureblend_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

218 lines
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//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "DETAILTEXTURE" "0..1"
// STATIC: "BUMPMAP" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "DIFFUSEBUMPMAP" "0..1"
// STATIC: "DETAIL_ALPHA_MASK_BASE_TEXTURE" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "SEAMLESS" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// SKIP: $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE )
// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
// SKIP: $VERTEXCOLOR && $BUMPMAP
// SKIP: FLASHLIGHT && $SELFILLUM
// SKIP: FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE
// SKIP: FLASHLIGHT && ($BUMPMAP || $DIFFUSEBUMPMAP)
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#define HDRTYPE HDR_TYPE_NONE
#include "common_flashlight_fxc.h"
#include "common_ps_fxc.h"
const HALF4 g_SelfIllumTint : register( c7 );
static const HALF g_OverbrightFactor = 2.0f;
const HALF3 g_EyePos : register( c10 );
const HALF4 g_FogParams : register( c11 );
const HALF3 g_FlashlightPos : register( c15 );
// flashlightfixme: Move this math into the vertex shader.
const float4x4 g_FlashlightWorldToTexture : register( c16 );
const float4 g_FlashlightAttenuationFactors : register( c20 );
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
sampler FlashlightSampler : register( s2 );
sampler DetailSampler : register( s3 );
sampler BumpmapSampler : register( s4 );
sampler NormalizeSampler : register( s6 );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0;
HALF4 detailOrBumpTexCoord : TEXCOORD1;
HALF4 lightmapTexCoord1And2 : TEXCOORD2; // CENTROID: TEXCOORD2
HALF2 lightmapTexCoord3 : TEXCOORD3; // CENTROID: TEXCOORD3
HALF4 worldPos_projPosZ : TEXCOORD4;
HALF3x3 tangentSpaceTranspose : TEXCOORD5;
// tangentSpaceTranspose : TEXCOORD6;
// tangentSpaceTranspose : TEXCOORD7;
HALF4 vertexColor : COLOR;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBumpmap = BUMPMAP ? true : false;
bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false;
bool bVertexColor = VERTEXCOLOR ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
bool bDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE ? true : false;
bool bFlashlight = FLASHLIGHT ? true : false;
HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f );
HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f );
HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f );
if( bBumpmap && bDiffuseBumpmap )
{
HALF2 bumpCoord1;
HALF2 bumpCoord2;
HALF2 bumpCoord3;
ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
bumpCoord1, bumpCoord2, bumpCoord3 );
HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
lightmapColor1 = lightmapSample1.rgb;
lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 );
lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 );
}
else
{
if( !bFlashlight )
{
HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy );
HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
lightmapColor1 = lightmapSample1.rgb;
}
}
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
if( bDetailTexture )
{
detailColor = tex2D( DetailSampler, i.detailOrBumpTexCoord.xy );
}
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
if ( bDetailAlphaMaskBaseTexture )
{
// This is what WorldTwoTextureBlend_DX6 does.
baseColor.rgb = saturate( saturate( baseColor * 2 ) * detailColor.a + (1 - detailColor.a) );
baseColor.rgb *= detailColor;
}
else
{
baseColor.rgb = lerp( baseColor, detailColor, detailColor.a );
}
HALF3 normal = HALF3( 0.0f, 0.0f, 1.0f );
if( bBumpmap )
{
HALF3 normalTexel;
normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord.xy );
normal = 2.0 * normalTexel - 1.0;
}
HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f );
HALF alpha = 1.0f;
albedo *= baseColor;
if( !bSelfIllum )
{
alpha *= baseColor.a;
}
// The vertex color contains the modulation color + vertex color combined
albedo *= i.vertexColor;
alpha *= i.vertexColor.a; // not sure about this one
HALF3 diffuseLighting;
if( bFlashlight )
{
float3 worldSpaceNormal;
// Make the unbumped version not so fucking stupid and not need tangentSpaceTranspose you knob.
worldSpaceNormal = mul( normal, i.tangentSpaceTranspose );
int nShadowSampleLevel = 0;
bool bDoShadows = false;
// 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 = true;
#endif
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, FlashlightSampler, NormalizeSampler,
nShadowSampleLevel, bDoShadows, false, float2(0, 0), false );
}
else
{
if( bBumpmap && bDiffuseBumpmap )
{
float dot1 = saturate( dot( normal, bumpBasis[0] ) );
float dot2 = saturate( dot( normal, bumpBasis[1] ) );
float dot3 = saturate( dot( normal, bumpBasis[2] ) );
float sum = dot1 + dot2 + dot3;
diffuseLighting = dot1 * lightmapColor1 +
dot2 * lightmapColor2 +
dot3 * lightmapColor3;
diffuseLighting *= 1.0f / sum;
}
else
{
diffuseLighting = lightmapColor1;
}
// Only scale here since the flashlight will already be scaled properly
diffuseLighting *= g_OverbrightFactor;
}
HALF3 diffuseComponent = albedo * diffuseLighting;
if( bSelfIllum )
{
HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
}
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
HALF3 result = diffuseComponent + specularLighting;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#endif
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}