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