mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-07 19:32:09 +03:00
- 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transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed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
60 lines
2.1 KiB
Plaintext
60 lines
2.1 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "TRANSLUCENT" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#if defined( SHADER_MODEL_PS_2_0 )
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#define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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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_DiffuseModulation : register( c1 );
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#if !FLASHLIGHT
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// we don't use these with HDR.
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const HALF3 g_EnvmapContrast : register( c2 );
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const HALF3 g_EnvmapSaturation : register( c3 );
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#endif
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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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const float4 g_FlashlightAttenuationFactors : register( c22 );
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const HALF3 g_FlashlightPos : register( c23 );
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const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
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sampler BaseTextureSampler : register( s0 );
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sampler BaseTextureSampler2 : register( s1 );
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struct PS_INPUT
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{
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float4 projPos : POSITION; // Projection-space position
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float4 vColor : COLOR0;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
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float4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
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float4 result = baseColor * baseColor2 * g_DiffuseModulation;
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// This material can only get a non-opaque alpha if the material is marked as translucent
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# if ( TRANSLUCENT == 0 )
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result.a = 1.0f;
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# endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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