Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "DEPTHBLEND" "0..1" [ps20b]
#include "common_fog_ps_fxc.h"
#include "shader_constant_register_map.h"
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_DepthFeatheringConstants : register( c0 );
sampler BumpmapSampler : register( s0 );
sampler DepthSampler : register( s1 );
struct PS_INPUT
{
float2 vBumpTexCoord : TEXCOORD0;
float3 vTangentSpaceLightDir : TEXCOORD1;
float3 vAmbientColor : TEXCOORD2;
float4 vIteratedProjPos : TEXCOORD3;
float4 vDirLightScale : COLOR0;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
// Dot the bump normal and the light vector.
float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
// so this is now -0.5 to 0.5.
float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
float4 vOutput = dot( vBumpMapNormal.xyz, vTangentSpaceLightDir.xyz ) + 0.5;
// Scale by the light color outputted by the vertex shader (ie: based on distance).
vOutput *= i.vDirLightScale;
// Add ambient.
vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
// Alpha = normal map alpha * vertex alpha
vOutput.a = baseColor.a * i.vDirLightScale.a;
//Soft Particles FTW
# if (DEPTHBLEND == 1)
vOutput.a *= DepthFeathering( DepthSampler, i.vIteratedProjPos, g_DepthFeatheringConstants );
# endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}