//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "GENERATEBASETEXTURE" "0..1" // STATIC: "GENERATENORMAL" "0..1" // STATIC: "GENERATEMASKS1" "0..1" // STATIC: "CHEAPFILTERING" "0..1" // STATIC: "BASEALPHAPHONGMASK" "0..1" // STATIC: "BASEALPHAENVMASK" "0..1" // STATIC: "BUMPALPHAENVMASK" "0..1" // STATIC: "USEPATTERN" "0..4" #include "common_ps_fxc.h" // SKIP: ( $GENERATEBASETEXTURE == 1 ) && ( $GENERATENORMAL == 1 ) // SKIP: ( $GENERATEBASETEXTURE == 1 ) && ( GENERATEMASKS1 == 1 ) // SKIP: ( $GENERATENORMAL == 1 ) && ( $GENERATEMASKS1 == 1 ) // SKIP: ( $CHEAPFILTERING == 1 ) && ( $GENERATEBASETEXTURE == 0 ) // SKIP: ( $USEPATTERN > 0 ) && ( $GENERATEBASETEXTURE == 0 ) // SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $GENERATENORMAL == 0 ) && ( GENERATEMASKS1 == 0 ) // SKIP: ( $GENERATENORMAL == 0 ) && ( $BUMPALPHAENVMASK == 1 ) // SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $BASEALPHAPHONGMASK == 1 ) // SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $BASEALPHAENVMASK == 1 ) #if ( GENERATENORMAL == 1 ) sampler NormalMapSampler : register( s0 ); #endif #if ( GENERATEMASKS1 == 1 ) sampler Masks1Sampler : register( s1 ); #endif #include "custom_character_fxc.h" struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; }; // ======================= MAIN ======================= // float4_color_return_type main( PS_INPUT i ) : COLOR { float4 fvBaseTexture = float4( 1.0f, 1.0f, 1.0f, 1.0f ); float4 fvNormal = float4( 1.0f, 1.0f, 1.0f, 1.0f ); float4 fvMasks1 = float4( 1.0f, 1.0f, 1.0f, 1.0f ); #if ( GENERATEMASKS1 == 1 ) fvMasks1 = tex2D( Masks1Sampler, i.vTexCoord0 ); #endif #if ( GENERATENORMAL == 1 ) fvNormal = tex2D( NormalMapSampler, i.vTexCoord0 ); #endif customizeCharacter( i.vTexCoord0.xy, fvBaseTexture, fvNormal, fvMasks1 ); #if ( GENERATEMASKS1 == 1 ) return fvMasks1; #endif #if ( GENERATENORMAL == 1 ) return fvNormal; #endif return fvBaseTexture; }