Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [ps30]
// STATIC: "CSM_MODE" "0..3" [ps30]
// DYNAMIC: "DYN_CSM_ENABLED" "0..1" [ps30]
// SKIP: ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
#include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const float4 g_Color : register( c0 );
const float g_HDRColorScale : register( c1 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler TexSampler : register( s0 );
#if ( CASCADED_SHADOW_MAPPING == 1 )
sampler CSMDepthAtlasSampler : register( s15 );
#define CASCADE_SIZE 3
#define CSM_ENABLED 1
#include "csm_common_fxc.h"
#endif
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float4 sample = tex2D( TexSampler, i.baseTexCoord );
sample.rgb *= i.color.rgb;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
#if ( (CASCADED_SHADOW_MAPPING == 1) && (DYN_CSM_ENABLED == 1) )
float flCSMShadow = CSMComputeShadowing( i.worldPos_projPosZ.xyz );
flCSMShadow = (flCSMShadow * 0.7f) + 0.3f;
sample.rgb *= flCSMShadow;
#endif
sample = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
return sample;
}