Counter Strike : Global Offensive Source Code
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..3" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..1" [ps20b] [CONSOLE]
// DYNAMIC: "FLASHLIGHT" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1"
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
#include "common_ps_fxc.h"
#include "common_fog_ps_forcevertexfog_fxc.h"
#include "common_flashlight_fxc.h"
sampler BaseTimesLightmapSampler : register( s0 );
sampler BaseTextureSampler : register( s1 );
sampler g_tShadowDepth : register( s2 ); // Flashlight shadow depth map sampler
sampler g_tNormalizeRandRot : register( s3 ); // Normalization / RandomRotation samplers
sampler g_tFlashlightSampler : register( s4 ); // Flashlight cookie
const float4 g_vFlashlightAttenuationFactors_FarZ : register( c0 );
#define g_vFlashlightAttenuationFactors g_vFlashlightAttenuationFactors_FarZ.xyz
#define g_flFlashlightFarZ g_vFlashlightAttenuationFactors_FarZ.w
const float4 g_vFlashlightPos_RimBoost : register( c1 );
#define g_vFlashlightPos g_vFlashlightPos_RimBoost.xyz
const float4x4 g_mFlashlightWorldToTexture : register( c2 );
const float4 g_vShadowTweaks : register( c6 );
// THIS NEEDS TO BE THE SAME IN buildmodelforworld.cpp!!!!
#define BASE_TIMES_LIGHTMAP_LINEAR_TONEMAP_SCALE 4.0f
// THIS NEEDS TO BE THE SAME IN buildmodelforworld.cpp!!!!
struct PS_INPUT
{
float4 projPos : POSITION; // Projection-space position
#if ( HARDWAREFOGBLEND )
float fog : FOG;
#else
float fog : TEXCOORD0;
#endif
float2 vBaseTexCoord : TEXCOORD1;
#if ( FLASHLIGHT )
float3 worldPos : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
#endif
};
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float3 baseTimesLightmap = tex2D( BaseTimesLightmapSampler, i.vBaseTexCoord ).xyz;
#if defined( _X360 )
{
baseTimesLightmap = SrgbGammaToLinear( baseTimesLightmap );
}
#endif
baseTimesLightmap *= ( 1.0f / BASE_TIMES_LIGHTMAP_LINEAR_TONEMAP_SCALE );
float flVertexFogFactor = 0.0f;
#if ( !HARDWAREFOGBLEND )
{
flVertexFogFactor = i.fog;
}
#endif
float4 result;
result.a = 1.0f;
result.xyz = baseTimesLightmap;
#if ( FLASHLIGHT && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) ) )
{
float3 baseColor = tex2D( BaseTextureSampler, i.vBaseTexCoord ).xyz;
float4 flashlightSpacePosition = TransformFlashlightWorldToTexture( i.worldPos, g_mFlashlightWorldToTexture );
float2 vScreenPos = i.projPos.xy / i.projPos.w;
float3 flashlightDiffuseLighting =
DoFlashlight( g_vFlashlightPos, i.worldPos, flashlightSpacePosition, i.worldNormal,
g_vFlashlightAttenuationFactors, g_flFlashlightFarZ, g_tFlashlightSampler, g_tShadowDepth,
g_tNormalizeRandRot, ( int )FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS != 0,
vScreenPos, false /* bClip */, g_vShadowTweaks );
result.xyz += ( flashlightDiffuseLighting * baseColor );
}
#endif
return FinalOutput( result, flVertexFogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}