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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-07 19:32:09 +03:00
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.
123 lines
3.2 KiB
Plaintext
123 lines
3.2 KiB
Plaintext
// STATIC: "BASETEXTURE" "0..1"
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// STATIC: "ENVMAP" "0..1"
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// STATIC: "ENVMAPMASK" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "BASEALPHAENVMAPMASK" "0..1"
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// SKIP: !$ENVMAP && ( $BASEALPHAENVMAPMASK || $ENVMAPMASK )
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// SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK
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// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
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// SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK
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// SKIP: $SELFILLUM && $BASEALPHAENVMAPMASK
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// SKIP: !$BASETEXTURE && $SELFILLUM
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const float3 g_OverbrightFactor : register( c0 );
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const float3 g_SelfIllumTint : register( c1 );
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const float3 g_EnvmapTint : register( c2 );
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sampler BaseTextureSampler : register( s0 );
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sampler LightmapSampler : register( s1 );
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sampler EnvmapSampler : register( s2 );
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sampler EnvmapMaskSampler : register( s3 );
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//sampler DetailSampler : register( s3 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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float2 lightmapTexCoord : TEXCOORD1;
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float3 envmapTexCoord : TEXCOORD2;
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float2 envmapMaskTexCoord : TEXCOORD3;
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float4 vertexColor : COLOR0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bBaseTexture = BASETEXTURE ? true : false;
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bool bEnvmap = ENVMAP ? true : false;
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bool bEnvmapMask = ENVMAPMASK ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
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#if 1
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float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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if( bBaseTexture )
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{
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baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
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}
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float3 specularFactor = 1.0f;
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if( bEnvmapMask )
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{
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specularFactor *= tex2D( EnvmapMaskSampler, i.envmapMaskTexCoord ).xyz;
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}
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if( bBaseAlphaEnvmapMask )
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{
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specularFactor *= 1.0 - baseColor.a; // this blows!
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}
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float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord );
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float3 albedo = float3( 1.0f, 1.0f, 1.0f );
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float alpha = 1.0f;
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if( bBaseTexture )
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{
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albedo *= baseColor;
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if( !bBaseAlphaEnvmapMask && !bSelfIllum )
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{
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alpha *= baseColor.a;
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}
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}
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// The vertex color contains the modulation color + vertex color combined
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albedo *= i.vertexColor;
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alpha *= i.vertexColor.a; // not sure about this one
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float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor;
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if( bSelfIllum )
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{
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float3 selfIllumComponent = g_SelfIllumTint * albedo;
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
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}
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float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
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if( bEnvmap )
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{
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specularLighting = tex2D( EnvmapSampler, i.envmapTexCoord );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint;
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}
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float3 result = diffuseComponent + specularLighting;
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return float4( result, alpha );
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#endif
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#if 0
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float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord );
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float3 albedo = float3( 1.0f, 1.0f, 1.0f );
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float alpha = 1.0f;
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albedo *= i.vertexColor;
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alpha *= i.vertexColor.a; // not sure about this one
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float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor;
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float3 result = diffuseComponent;
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return float4( result, alpha );
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#endif
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#if 0
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float4 result;
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result.rgb = tex2D( LightmapSampler, i.lightmapTexCoord ).rgb * i.vertexColor.rgb;
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result.a = i.vertexColor.a;
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result.rgb = ( result.rgb * g_OverbrightFactor ) * 2.0f;
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return result;
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#endif
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}
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