source-sdk-2013-mapbase/sp/src/materialsystem/stdshaders/SDK_unlittwotexture_ps2x.fxc
Blixibon dd9f5ac766 Merged dev changes 9/28/2019
- Experimental RPC stuff for the future
- Fixed players running over allies with vehicles (kind of)
- Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists)
- Fixed SDK_EyeRefract
- Fixed env_beam SetStart/EndEntity
- New "OnStateChange" output on NPCs
- scripted_face removed (use generic facing VCDs instead)
- Fixed RPC
- View ID nodraw keyvalue + reflective glass view ID fix
- CopyAnimationDataFrom expansion (more variables copied)
- Fixed pre-Mapbase env_projectedtextures not updating after loading a save
- Fixed(?) player companion grenade throwing being interrupted
- Added convars for secondary and NPC shotgun pellet amounts
- NPC fade distance/scale transfers to its ragdoll
- Made node graph rebuild occur sooner after map load
- Added option to disable "node graph out of date" message
- Fixed ent_fire delay (decimals discarded before)
- "SetFilter" on func_clip_vphysics
- Fixed func_tank zero barrel (untested)
- Fixed npc_turret_ground parenting fix
- Added toggle-able weapon_crossbow experimental hit location code
- Fixed ally grenades being considered Combine grenades
- Added SDK_MonitorScreen and SDK_UnlitTwoTexture
- Updated README
- Added !activator/!caller support to logic_collision_pair
- Fixed ortho not working in script_intro
- Added Nbc66's closed captioning language fix
- Applied fade fix to server ragdolls
- Added combine_mine friend/foe filters
- Fixed env_starfield pausing
- Reworked PickupWeapon/Item inputs
- Fixed context response system $ usage
- Fixed env_break_shooter velocity/speed
- Made func_breakable "Spawn on break" support other entities
- Fixed OnThrowGrenade > point_entity_replace blip
- Added mapname to logic_externaldata
- Added "Random Template" to point_template
- Added "Use LOS" to trigger_look
- Added flags based on L4D(2) to trigger_playermovement
- Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status
- Fixed npc_combine_s DropGrenade input
- Miscellaneous code and comment changes
2019-09-28 22:56:52 +00:00

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "TRANSLUCENT" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
#if defined( SHADER_MODEL_PS_2_0 )
#define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const HALF4 g_DiffuseModulation : register( c1 );
#if !FLASHLIGHT
// we don't use these with HDR.
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
#endif
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FlashlightAttenuationFactors : register( c22 );
const HALF3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
sampler BaseTextureSampler : register( s0 );
sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT
{
float4 projPos : POSITION; // Projection-space position
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
float4 vColor : COLOR0;
#endif
};
float4 main( PS_INPUT i ) : COLOR
{
float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
float4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
float4 result = baseColor * baseColor2 * g_DiffuseModulation;
// This material can only get a non-opaque alpha if the material is marked as translucent
# if ( TRANSLUCENT == 0 )
result.a = 1.0f;
# endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}