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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// paired with "vertexlit_and_unlit_generic_vs##"
// STATIC: "VERTEXALPHA" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] [PC]
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
// Flashlight shadow filter mode is irrelevant if there is no flashlight
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
#include "common_ps_fxc.h"
#include "common_flashlight_fxc.h"
#include "shader_constant_register_map.h"
sampler TexSampler : register( s0 );
sampler RandRotSampler : register( s6 ); // RandomRotation sampler
sampler FlashlightSampler : register( s7 );
sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FogTweakParams : register( c0 );
#define g_fFogExponentTweak g_FogTweakParams.x
#define g_fFogScaleTweak g_FogTweakParams.y
const float4 g_FlashlightAttenuationFactors : register( c22 );
const float3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
float4 color : COLOR1;
#if FLASHLIGHT
float4 vProjPos : TEXCOORD2;
#endif
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result = tex2D( TexSampler, i.baseTexCoord );
// Blend towards grey based on alpha
float flFactor = 1.0;
#if VERTEXALPHA
flFactor *= i.color.w;
#endif
#if FLASHLIGHT
//if( bFlashlight )
{
int nShadowSampleLevel = 0;
bool bDoShadows = false;
float2 vProjPos = float2(0, 0);
// On ps_2_b, we can do shadow mapping
#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) )
nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE;
bDoShadows = FLASHLIGHTSHADOWS;
vProjPos = i.vProjPos.xy / i.vProjPos.w; // Screen-space position for shadow map noise
#endif
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
float3( 0.0f, 0.0f, 1.0f ), g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
RandRotSampler, nShadowSampleLevel, bDoShadows, false, vProjPos, false, float4(3/1024.0f, 0.0005f, 0.0f, 0.0f), false );
flFactor *= (flashlightColor.x + flashlightColor.y + flashlightColor.z);
//result.xyz *= flashlightColor.xyz;
//result.a *= (flashlightColor.x * flashlightColor.y * flashlightColor.z);
}
#endif
result.xyz = lerp( float3( 0.5, 0.5, 0.5 ), result.xyz, flFactor );
// Since we're blending with a mod2x, we need to compensate with this hack
// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
// a little transparent, but it's better than not doing this
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
fogFactor = pow( saturate( g_fFogScaleTweak * fogFactor ), g_fFogExponentTweak );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
}