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52 lines
2.0 KiB
52 lines
2.0 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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#include "common_fog_ps_fxc.h"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler NormalSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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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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struct PS_INPUT
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{
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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float4 directionalLightColor : COLOR0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map
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float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
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//Expand compacted vectors
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//TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code )
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vNormalMapDir = (vNormalMapDir - 0.5) * 2.0;
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float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
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float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
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// do half-lambert on the dot
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lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
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lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
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float4 resultColor;
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resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb );
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resultColor.a = textureColor.a * i.directionalLightColor.a;
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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( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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