//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "TRANSLUCENT" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..3" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE] // STATIC: "CROSSHAIR_MODE" "0..1" #include "common_fog_ps_fxc.h" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE] // SKIP: ( CROSSHAIR_MODE == 1 ) && ( LIGHTING_PREVIEW > 0 ) #if defined( SHADER_MODEL_PS_2_0 ) #define WRITE_DEPTH_TO_DESTALPHA 0 #endif #include "common_ps_fxc.h" #include "shader_constant_register_map.h" const float4 g_DiffuseModulation : register( c1 ); #if !FLASHLIGHT // we don't use these with HDR. const float3 g_EnvmapContrast : register( c2 ); const float3 g_EnvmapSaturation : register( c3 ); #endif #if CROSSHAIR_MODE == 1 const float4 g_fvConstRegister4 : register( c4 ); #define g_flXHairColorTint g_fvConstRegister4.xyz #define g_flXHairColorAdapt g_fvConstRegister4.w #endif const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FlashlightAttenuationFactors : register( c22 ); const float3 g_FlashlightPos : register( c23 ); const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 sampler BaseTextureSampler : register( s0 ); sampler BaseTextureSampler2 : register( s1 ); struct PS_INPUT { float4 projPos : POSITION; // Projection-space position float2 baseTexCoord : TEXCOORD0; // Base texture coordinate float2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float4 vColor : COLOR0; #endif }; #if LIGHTING_PREVIEW == 2 LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR #else float4_color_return_type main( PS_INPUT i ) : COLOR #endif { #if CROSSHAIR_MODE == 1 && LIGHTING_PREVIEW == 0 //crosshair mode samples the secondary texture (the power-of-two framebuffer is intended) //and lerps the result based on a multi-tap average of the luminance float flAverageLum = 0.0f; float2 offsets[5] = { float2( 0.5f, 0.5f ), float2( 0.51f, 0.51f ), float2( 0.51f, 0.49f ), float2( 0.49f, 0.51f ), float2( 0.49f, 0.49f ) }; for ( int k = 0; k < 5; k++ ) { flAverageLum += dot( tex2D( BaseTextureSampler2, float2( 0.5f, 0.5f ) ).rgb, float3(0.299,0.587,0.114) ); } flAverageLum *= 0.2f; float4 cOut = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); cOut.rgb = lerp( cOut.rgb + g_flXHairColorTint, cOut.rgb * g_flXHairColorTint, flAverageLum * g_flXHairColorAdapt ); return FinalOutput( cOut * g_DiffuseModulation, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #else #if LIGHTING_PREVIEW == 1 return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); #endif #if LIGHTING_PREVIEW == 2 LPREVIEW_PS_OUT ret; ret.flags=float4(1,1,1,1); ret.color=float4( 0.0f, 0.0f, 0.0f, 1.0f ); ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f ); ret.position=float4( i.worldPos_projPosZ.xyz, 1.0f ); return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif #if (LIGHTING_PREVIEW == 0) || ( LIGHTING_PREVIEW == 3 ) float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); float4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy ); float4 result = baseColor * baseColor2 * g_DiffuseModulation; // This material can only get a non-opaque alpha if the material is marked as translucent # if ( TRANSLUCENT == 0 ) result.a = 1.0f; # endif float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); #endif #endif }