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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "SHADER_SRGB_READ" "0..1" [XBOX]
// STATIC: "SHADER_SRGB_READ" "0..0" [PC]
// STATIC: "SHADOWDEPTH" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
float4 g_FogParams : register( c0 );
float3 g_EyePos : register( c1 );
// VS_OUTPUT in a common file.
#define PIXELSHADER
#include "common_splinerope_fxc.h"
sampler BaseTextureSampler : register( s0 );
sampler NormalSampler : register( s1 );
float4 main( PS_INPUT i ) : COLOR
{
#if ( SHADOWDEPTH == 0 )
{
float3 vNormalMapDir = tex2D( NormalSampler, i.texCoord.xy ); // Get the 3-vector from the normal map
float4 textureColor = tex2D( BaseTextureSampler, i.texCoord.xy );
//Expand compacted vectors
vNormalMapDir = ( vNormalMapDir - 0.5 ) * 2.0;
float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
// do half-lambert on the dot
lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
float4 resultColor;
resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.argbcolor.rgb );
resultColor.a = textureColor.a * i.argbcolor.a;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}
#else
{
return float4( 0.0f, 0.0f, 0.0f, 1.0f );
}
#endif
}