//========== 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 EnvmapSampler : register( s0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { float4 color; color.xyz = ( float3 )( ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector ) ); color.a = 1.0f; color *= i.vertexColor; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }