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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..3" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [CONSOLE]
#include "common_fog_ps_fxc.h" // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] // DYNAMIC: "UBERLIGHT" "0..1" [ps30] [PC]
#include "common_flashlight_fxc.h" #include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 ); sampler SpotSampler : register( s1 ); sampler FlashlightDepthSampler : register( s2 ); sampler RandomRotationSampler : register( s3 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
#if UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) const float3 g_vSmoothEdge0 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_0 ); // ps_3_0 and up (over 32 registers) const float3 g_vSmoothEdge1 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_1 ); const float3 g_vSmoothOneOverWidth : register( PSREG_UBERLIGHT_SMOOTH_EDGE_OOW ); const float4 g_vShearRound : register( PSREG_UBERLIGHT_SHEAR_ROUND ); const float4 g_aAbB : register( PSREG_UBERLIGHT_AABB ); const float4x4 g_FlashlightWorldToLight : register( PSREG_UBERLIGHT_WORLD_TO_LIGHT ); #endif
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // Base texture coordinates float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates float3 vertAtten : TEXCOORD2; // Distance/spot attenuation float4 projPos : TEXCOORD3; // Projective space position float3 worldPos : TEXCOORD4; // Necessary for pixel fog };
float4_color_return_type main( PS_INPUT i ) : COLOR { #if defined( SHADER_MODEL_PS_2_0 ) float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ); #else float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w; float3 result = tex2D( SpotSampler, vProjCoords ).rgb; #endif
result *= cFlashlightColor.rgb;
#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) ) result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks );
#if UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) float4 uberLightPosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToLight ).yzxw; result *= uberlight( uberLightPosition, g_vSmoothEdge0, g_vSmoothEdge1, g_vSmoothOneOverWidth, g_vShearRound.xy, g_aAbB, g_vShearRound.zw ); #endif
#endif result *= 0.35f; // Without this, unshadowed teeth always seem to glow
result *= i.vertAtten; // Distance atten, NdotL and forward vector
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); result *= baseSample.rgb; // Multiply by base map and diffuse
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, i.worldPos.xyz, i.projPos.z ); return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }
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