Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "TRANSLUCENT" "0..1"
// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
// STATIC: "CROSSHAIR_MODE" "0..1"
#include "common_fog_ps_fxc.h"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE]
// SKIP: ( CROSSHAIR_MODE == 1 ) && ( LIGHTING_PREVIEW > 0 )
#if defined( SHADER_MODEL_PS_2_0 )
#define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const float4 g_DiffuseModulation : register( c1 );
#if !FLASHLIGHT
// we don't use these with HDR.
const float3 g_EnvmapContrast : register( c2 );
const float3 g_EnvmapSaturation : register( c3 );
#endif
#if CROSSHAIR_MODE == 1
const float4 g_fvConstRegister4 : register( c4 );
#define g_flXHairColorTint g_fvConstRegister4.xyz
#define g_flXHairColorAdapt g_fvConstRegister4.w
#endif
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FlashlightAttenuationFactors : register( c22 );
const float3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
sampler BaseTextureSampler : register( s0 );
sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT
{
float4 projPos : POSITION; // Projection-space position
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
float4 vColor : COLOR0;
#endif
};
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
#else
float4_color_return_type main( PS_INPUT i ) : COLOR
#endif
{
#if CROSSHAIR_MODE == 1 && LIGHTING_PREVIEW == 0
//crosshair mode samples the secondary texture (the power-of-two framebuffer is intended)
//and lerps the result based on a multi-tap average of the luminance
float flAverageLum = 0.0f;
float2 offsets[5] = {
float2( 0.5f, 0.5f ),
float2( 0.51f, 0.51f ),
float2( 0.51f, 0.49f ),
float2( 0.49f, 0.51f ),
float2( 0.49f, 0.49f )
};
for ( int k = 0; k < 5; k++ )
{
flAverageLum += dot( tex2D( BaseTextureSampler2, float2( 0.5f, 0.5f ) ).rgb, float3(0.299,0.587,0.114) );
}
flAverageLum *= 0.2f;
float4 cOut = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
cOut.rgb = lerp( cOut.rgb + g_flXHairColorTint, cOut.rgb * g_flXHairColorTint, flAverageLum * g_flXHairColorAdapt );
return FinalOutput( cOut * g_DiffuseModulation, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#else
#if LIGHTING_PREVIEW == 1
return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
#endif
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT ret;
ret.flags=float4(1,1,1,1);
ret.color=float4( 0.0f, 0.0f, 0.0f, 1.0f );
ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f );
ret.position=float4( i.worldPos_projPosZ.xyz, 1.0f );
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if (LIGHTING_PREVIEW == 0) || ( LIGHTING_PREVIEW == 3 )
float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
float4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
float4 result = baseColor * baseColor2 * g_DiffuseModulation;
// This material can only get a non-opaque alpha if the material is marked as translucent
# if ( TRANSLUCENT == 0 )
result.a = 1.0f;
# endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
#endif
#endif
}