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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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CONSTANTCOLOR" "0..1"
// STATIC: "HDRTYPE" "0..2"
// STATIC: "SRGB" "0..1"
// STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const HALF4 g_Color : register( c0 );
const float g_HDRColorScale : register( c1 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler TexSampler : register( s0 );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
#if VERTEXCOLOR
sample *= i.color;
#endif
#if CONSTANTCOLOR
sample *= g_Color;
#endif
#if HDRTYPE && HDRENABLED
sample.xyz *= g_HDRColorScale;
#endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#if SRGB
result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
#else
result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA );
#endif
// On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first
#if SRGB_OUTPUT_ADAPTER
result = GammaToLinear( result );
#endif
return result;
}