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https://github.com/mapbase-source/source-sdk-2013.git
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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.
62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "CONSTANTCOLOR" "0..1"
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// STATIC: "HDRTYPE" "0..2"
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// STATIC: "SRGB" "0..1"
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// STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
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// DYNAMIC: "HDRENABLED" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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const HALF4 g_Color : register( c0 );
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const float g_HDRColorScale : register( c1 );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
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#if VERTEXCOLOR
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sample *= i.color;
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#endif
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#if CONSTANTCOLOR
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sample *= g_Color;
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#endif
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#if HDRTYPE && HDRENABLED
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sample.xyz *= g_HDRColorScale;
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#endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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#if SRGB
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result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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#else
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result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA );
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#endif
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// On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first
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#if SRGB_OUTPUT_ADAPTER
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result = GammaToLinear( result );
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#endif
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return result;
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}
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