Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 ); sampler LightMap0Sampler : register( s1 ); sampler LightMap1Sampler : register( s2 ); sampler LightMap2Sampler : register( s3 );
const float4 g_LightMap0Color : register( c0 ); const float4 g_LightMap1Color : register( c1 ); const float4 g_LightMap2Color : register( c2 ); const float4 g_ModulationColor : register( c3 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
float4 vColor : COLOR0; };
float4_color_return_type main( PS_INPUT i ) : COLOR { float4 resultColor; // output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + // lightmapColor[1] * ( ( N dot basis[1] )^2 ) + // lightmapColor[2] * ( ( N dot basis[2] )^2 ) + resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color; resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor; resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor; // Modulate by decal texture float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 ); resultColor.rgb = resultColor.rgb * decalColor.rgb; resultColor.a = decalColor.a; // Modulate by constant color resultColor = resultColor * g_ModulationColor; // Modulate by per-vertex factor resultColor = resultColor * i.vColor; 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 ); }
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