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//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // paired with "vertexlit_and_unlit_generic_vs##"
// STATIC: "VERTEXALPHA" "0..1" // STATIC: "FOGFADE" "0..1" #include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler TexSampler : register( s0 );
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
#define FOG_START_FADE ( g_FogTweakParams.z ) //0.1 #define FOG_END_FADE ( g_FogTweakParams.w ) //0.30
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
float4 color : COLOR1; };
float4_color_return_type 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 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 flFogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); float flAdjustedFogFactor = pow( saturate( g_fFogScaleTweak * flFogFactor ), g_fFogExponentTweak );
if ( FOGFADE ) { float flFogFadeAmount = clamp( ( flFogFactor - FOG_START_FADE ) / ( FOG_END_FADE - FOG_START_FADE ), 0.0, 1.0 ); result.xyz = lerp( result.xyz, float3( 0.5, 0.5, 0.5 ), flFogFadeAmount ); return FinalOutput( result, flAdjustedFogFactor, PIXEL_FOG_TYPE_RANGE, TONEMAP_SCALE_NONE ); } else { return FinalOutput( result, flAdjustedFogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ); } }
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