Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//paired with unlittwotexture_vs20
// STATIC: "TEXTURE2" "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]
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "shader_constant_register_map.h"
#include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 );
sampler SecondaryTextureSampler : register( s1 );
const float4 g_Contrast : register( c1 );
const float4 g_Saturation : register( c2 );
const float4 g_Tint : register( c3 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
#define g_Grey float4( 0.33333f, 0.33333f, 0.33333f, 0.33333f )
struct PS_INPUT
{
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float4 vColor : COLOR0;
float4 worldPos_projPosZ : TEXCOORD7;
};
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float4 resultColor = tex2D( BaseTextureSampler, i.vTexCoord0 ) * i.vColor; // base texture modulated with vertex color
#if (TEXTURE2 == 1)
resultColor = tex2D( SecondaryTextureSampler, i.vTexCoord1 ) * resultColor; // modulate base color by another texture
#endif
float3 tempColor = resultColor.rgb * resultColor.rgb; //base * base
resultColor.rgb = lerp( resultColor.rgb, tempColor.rgb, g_Contrast.rgb ); // blend between color and color * color
tempColor = dot( resultColor.rgb, g_Grey.rgb ); // color greyscaled
resultColor.rgb = lerp( tempColor.rgb, resultColor.rgb, g_Saturation.rgb ); // blend between color and greyscale
resultColor.rgb = resultColor.rgb * g_Tint.rgb; // tint
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_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}