You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
58 lines
2.0 KiB
58 lines
2.0 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
|
|
|
|
#include "common_fog_ps_fxc.h"
|
|
|
|
#include "common_ps_fxc.h"
|
|
#include "shader_constant_register_map.h"
|
|
|
|
sampler BaseTextureSampler : register( s0 );
|
|
sampler LightMap0Sampler : register( s1 );
|
|
sampler LightMap1Sampler : register( s2 );
|
|
sampler LightMap2Sampler : register( s3 );
|
|
|
|
const float4 g_LightMap0Color : register( c0 );
|
|
const float4 g_LightMap1Color : register( c1 );
|
|
const float4 g_LightMap2Color : register( c2 );
|
|
const float4 g_ModulationColor : register( c3 );
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 vProjPos : POSITION;
|
|
float2 vTexCoord0 : TEXCOORD0;
|
|
float2 vTexCoord1 : TEXCOORD1;
|
|
float2 vTexCoord2 : TEXCOORD2;
|
|
float2 vTexCoord3 : TEXCOORD3;
|
|
float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
|
|
|
|
float4 vColor : COLOR0;
|
|
};
|
|
|
|
float4_color_return_type main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 resultColor;
|
|
|
|
// output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
|
|
// lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
|
|
// lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
|
|
resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color;
|
|
resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor;
|
|
resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor;
|
|
|
|
// Modulate by decal texture
|
|
float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
|
|
resultColor.rgb = resultColor.rgb * decalColor.rgb;
|
|
resultColor.a = decalColor.a;
|
|
|
|
// Modulate by constant color
|
|
resultColor = resultColor * g_ModulationColor;
|
|
|
|
// Modulate by per-vertex factor
|
|
resultColor = resultColor * i.vColor;
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
|
|
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
|
|
}
|