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111 lines
3.1 KiB
111 lines
3.1 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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// STATIC: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// DYNAMIC: "ADDSTATIC" "0..1"
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// DYNAMIC: "D_NVIDIA_STEREO" "0..1" [ps20b] [PC]
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// DYNAMIC: "D_NVIDIA_STEREO" "0..0" [ps20b] [CONSOLE]
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#include "common_fog_ps_fxc.h"
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#define USESTATICTEXTURE ( ( ( ADDSTATIC == 1 ) && ( HASSTATICTEXTURE == 1 ) ) )
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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sampler PortalSampler : register( s0 );
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#if ( ( HASALPHAMASK == 1 ) || ( USESTATICTEXTURE ) )
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sampler SecondarySampler : register( s1 );
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#if ( ( HASALPHAMASK == 1 ) && ( USESTATICTEXTURE ) )
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sampler TertiarySampler : register( s2 );
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#endif
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#endif
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#if D_NVIDIA_STEREO
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sampler StereoParamSampler : register( s3 );
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#endif
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struct PS_INPUT
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{
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float3 vPortalTexCoord : TEXCOORD0;
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#if ( ( HASALPHAMASK == 1 ) || ( USESTATICTEXTURE ) )
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float2 vSecondaryTexCoord : TEXCOORD1;
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#if ( ( HASALPHAMASK == 1 ) && ( USESTATICTEXTURE ) )
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float2 vTertiaryTexCoord : TEXCOORD2;
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#endif
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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// NVIDIA's function to convert mono refract UV to the correct stereo UV for each eye
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float2 MonoTostereoClipPosXY( float3 vMonoClipPos ) // .z is actually .w
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{
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#if ( !D_NVIDIA_STEREO )
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{
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return vMonoClipPos.xy;
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}
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#else
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{
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// 0th pixel = 1/16 == 1/16 + 1/8 * 0
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float flEyeSep = tex2D( StereoParamSampler, float2( 0.0625f, 0 ) ).x; // 0.19 * 0.1316;
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// 1st pixel = 3/16 == 1/16 + 1/8 * 1
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float flConvergence = tex2D( StereoParamSampler, float2( 0.1875, 0 ) ).x; // 4;
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float3 vStereoClipPos = vMonoClipPos.xyz;
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// Undo the stereo transform
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vStereoClipPos.x += flEyeSep * ( vMonoClipPos.z - flConvergence );
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return vStereoClipPos.xy;
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}
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#endif
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}
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float4_color_return_type main( PS_INPUT i ) : COLOR
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{
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float4 result;
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result.rgb = tex2D( PortalSampler, MonoTostereoClipPosXY( i.vPortalTexCoord.xyz ) / i.vPortalTexCoord.z ).rgb;
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//mix in static
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#if ( ADDSTATIC == 1 )
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{
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result.rgb *= g_StaticAmount.y; //inverse static on original colors
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#if ( HASSTATICTEXTURE == 1 )
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{
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#if ( HASALPHAMASK == 1 )
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result.rgb += tex2D( TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static
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#else
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result.rgb += tex2D( SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static
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#endif
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}
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#else
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{
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result.rgb += g_StaticAmount.x * 0.25; //mix in gray
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}
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#endif
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}
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#endif
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#if ( HASALPHAMASK == 1 )
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{
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//alpha mask
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result.a = tex2D( SecondarySampler, i.vSecondaryTexCoord ).a;
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}
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#else
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{
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result.a = 1;
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}
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#endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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}
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