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37 lines
985 B
37 lines
985 B
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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//
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// Purpose: This is where all common code for vertex shaders go.
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef _FOW_PS_FXC_H
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#define _FOW_PS_FXC_H
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#if ( FOW == 1 )
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static const float3 g_FoWToGray = float3( 0.3, 0.59, 0.11 );
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#define FOW_DARKNESS_VALUE 0.5
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#define FOW_GRAY_FACTOR 0.75
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#define FOW_COLOR_FACTOR 0.25
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#define FOW_GRAY_HILIGHTS 2.0
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float3 CalcFoW( const sampler FoWSampler, const float2 vFoWCoords, const float3 CurrentColor )
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{
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float vFoWResult = tex2D( FoWSampler, vFoWCoords.xy ).r;
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float3 vGray = pow( dot( CurrentColor, g_FoWToGray ), FOW_GRAY_HILIGHTS );
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float3 vFinalColor = ( vGray * FOW_GRAY_FACTOR * FOW_DARKNESS_VALUE ) + ( CurrentColor * FOW_COLOR_FACTOR * FOW_DARKNESS_VALUE );
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return ( vFinalColor * ( 1.0 - vFoWResult ) ) + ( CurrentColor * vFoWResult );
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}
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#endif
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#endif // _FOW_PS_FXC_H
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