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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
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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// 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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// Includes =======================================================================================
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#include "common_vertexlitgeneric_dx9.h"
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// Texture Samplers ===============================================================================
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sampler g_tInnerSampler : register( s0 );
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sampler g_tMiddleSampler : register( s1 );
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sampler g_tOuterSampler : register( s2 );
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// Shaders Constants and Globals ==================================================================
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//const float4 g_vPackedConst6 : register( c6 );
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//#define g_flTime g_vPackedConst6.w
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// Interpolated values ============================================================================
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struct PS_INPUT
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{
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float4 v2DTangentViewVector01 : TEXCOORD0;
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float4 vUv01 : TEXCOORD1;
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float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
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};
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// Main ===========================================================================================
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 vFinalColor = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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#if defined(SHADER_MODEL_PS_2_0)
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float flNumLayers = 2.0f;
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#else
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float flNumLayers = 10.0f;
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#endif
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//float flColorDim = 1.0f;
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for ( float j=flNumLayers-1.0f; j>=0.0f; j-=1.0f ) // From hightest to lowest layer
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{
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float4 vInnerTexel = tex2D( g_tInnerSampler, saturate( i.vUv01.xy + i.v2DTangentViewVector01.xy * 0.005 * j ) );
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float4 vMiddleTexel = tex2D( g_tMiddleSampler, saturate( i.vUv01.wz + i.v2DTangentViewVector01.wz * 0.005 * j ) );
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float4 vOuterTexel = tex2D( g_tOuterSampler, saturate( i.v2DTangentViewVector2_vUv2.wz + i.v2DTangentViewVector2_vUv2.xy * 0.005 * j ) );
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float4 vThisTexel;
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vThisTexel.rgb = ( vInnerTexel.rgb * vInnerTexel.a ) + ( vMiddleTexel.rgb * vMiddleTexel.a ) + ( vOuterTexel.rgb * vOuterTexel.a );
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vThisTexel.a = 1.0f - ( ( 1.0f - vOuterTexel.a ) * ( 1.0f - vMiddleTexel.a ) * ( 1.0f - vInnerTexel.a ) );
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//vThisTexel.rgb *= flColorDim;
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//flColorDim *= 0.95f;
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// 5.0 and 0.8625 are magic numbers that look good with the current textures
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float flBlendValue = saturate( pow( vThisTexel.a, lerp( 5.0f, 0.8625f, saturate( j/(flNumLayers-1.0f) ) ) ) );
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vFinalColor.rgb = vThisTexel.rgb + ( vFinalColor.rgb * ( 1.0f - flBlendValue ) );
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vFinalColor.a *= 1.0f - flBlendValue; // Dest alpha scalar
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}
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//===============//
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// Combine terms //
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//===============//
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float4 result;
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result.rgb = vFinalColor.rgb;
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result.a = 1.0f - vFinalColor.a;
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit.
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}
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