//========== 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 );	
}