Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "GENERATEBASETEXTURE" "0..1"
// STATIC: "GENERATENORMAL" "0..1"
// STATIC: "GENERATEMASKS1" "0..1"
// STATIC: "CHEAPFILTERING" "0..1"
// STATIC: "BASEALPHAPHONGMASK" "0..1"
// STATIC: "BASEALPHAENVMASK" "0..1"
// STATIC: "BUMPALPHAENVMASK" "0..1"
// STATIC: "USEPATTERN" "0..4"
#include "common_ps_fxc.h"
// SKIP: ( $GENERATEBASETEXTURE == 1 ) && ( $GENERATENORMAL == 1 )
// SKIP: ( $GENERATEBASETEXTURE == 1 ) && ( GENERATEMASKS1 == 1 )
// SKIP: ( $GENERATENORMAL == 1 ) && ( $GENERATEMASKS1 == 1 )
// SKIP: ( $CHEAPFILTERING == 1 ) && ( $GENERATEBASETEXTURE == 0 )
// SKIP: ( $USEPATTERN > 0 ) && ( $GENERATEBASETEXTURE == 0 )
// SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $GENERATENORMAL == 0 ) && ( GENERATEMASKS1 == 0 )
// SKIP: ( $GENERATENORMAL == 0 ) && ( $BUMPALPHAENVMASK == 1 )
// SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $BASEALPHAPHONGMASK == 1 )
// SKIP: ( $GENERATEBASETEXTURE == 0 ) && ( $BASEALPHAENVMASK == 1 )
#if ( GENERATENORMAL == 1 )
sampler NormalMapSampler : register( s0 );
#endif
#if ( GENERATEMASKS1 == 1 )
sampler Masks1Sampler : register( s1 );
#endif
#include "custom_character_fxc.h"
struct PS_INPUT
{
float2 vTexCoord0 : TEXCOORD0;
};
// ======================= MAIN ======================= //
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float4 fvBaseTexture = float4( 1.0f, 1.0f, 1.0f, 1.0f );
float4 fvNormal = float4( 1.0f, 1.0f, 1.0f, 1.0f );
float4 fvMasks1 = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#if ( GENERATEMASKS1 == 1 )
fvMasks1 = tex2D( Masks1Sampler, i.vTexCoord0 );
#endif
#if ( GENERATENORMAL == 1 )
fvNormal = tex2D( NormalMapSampler, i.vTexCoord0 );
#endif
customizeCharacter( i.vTexCoord0.xy, fvBaseTexture, fvNormal, fvMasks1 );
#if ( GENERATEMASKS1 == 1 )
return fvMasks1;
#endif
#if ( GENERATENORMAL == 1 )
return fvNormal;
#endif
return fvBaseTexture;
}