Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_fog_ps_fxc.h" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
#if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler NormalSampler : register( s0 ); sampler BaseTextureSampler : register( s1 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
float4 directionalLightColor : COLOR0; };
float4 main( PS_INPUT i ) : COLOR { float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
//Expand compacted vectors //TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code ) 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.directionalLightColor.rgb ); resultColor.a = textureColor.a * i.directionalLightColor.a;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.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 ); }
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