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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.
67 lines
2.8 KiB
Plaintext
67 lines
2.8 KiB
Plaintext
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
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#include "common_flashlight_fxc.h"
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#include "shader_constant_register_map.h"
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sampler BaseTextureSampler : register( s0 );
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sampler SpotSampler : register( s1 );
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sampler FlashlightDepthSampler : register( s2 );
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sampler RandomRotationSampler : register( s3 );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
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const float4 g_FlashlightAtten : register( PSREG_FLASHLIGHT_ATTENUATION );
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const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
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const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0; // Base texture coordinates
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float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
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float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
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float4 projPos : TEXCOORD3; // Projective space position
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float3 worldPos : TEXCOORD4; // 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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#if defined( SHADER_MODEL_PS_2_0 )
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float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw );
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#else
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float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
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float3 result = tex2D( SpotSampler, vProjCoords );
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#endif
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result *= cFlashlightColor.rgb;
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#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
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result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true );
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#endif
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result *= 0.35f; // Without this, unshadowed teeth always seem to glow
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result *= i.vertAtten; // Distance atten, NdotL and forward vector
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float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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result *= baseSample.rgb; // Multiply by base map and diffuse
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
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return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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