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//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
#include "common_flashlight_fxc.h" #include "shader_constant_register_map.h"
const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
sampler SpotSampler : register( s0 ); sampler BaseTextureSampler : register( s1 ); sampler IrisSampler : register( s3 );
#if FLASHLIGHTSHADOWS && (!SHADER_MODEL_PS_1_1) && (!SHADER_MODEL_PS_1_4) && (!SHADER_MODEL_PS_2_0) sampler FlashlightDepthSampler : register( s4 ); sampler RandomRotationSampler : register( s5 ); #endif
#if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 )
#else const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); #endif
struct PS_INPUT { float4 spotTexCoord : TEXCOORD0; float2 baseTexCoord : TEXCOORD1; float2 irisTexCoord : TEXCOORD3; #if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) float3 vertAtten : COLOR0; #else float3 vertAtten : TEXCOORD4; float3 worldPos : TEXCOORD5; float3 projPos : TEXCOORD7; #endif };
float4 main( PS_INPUT i ) : COLOR { #if defined(SHADER_MODEL_PS_2_0) float3 spotColor = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ) * cFlashlightColor; #elif ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w; float3 spotColor = tex2D( SpotSampler, vProjCoords ) * cFlashlightColor; #else float3 spotColor = tex2D( SpotSampler, i.spotTexCoord ); #endif
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); float4 irisSample = tex2D( IrisSampler, i.irisTexCoord );
float3 outcolor = float3(1,1,1);
#if !defined( SHADER_MODEL_PS_1_1 ) && !defined( SHADER_MODEL_PS_1_4 ) if( i.spotTexCoord.w <= 0.0f ) { outcolor = float3(0,0,0); } #endif
// Composite the iris and sclera together #if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) float3 albedo = lerp( baseSample.xyz, irisSample.xyz, irisSample.a ); #else float3 albedo = lerp( baseSample.xyz, irisSample.xyz * 0.5f, irisSample.a ); // dim down the iris in HDR #endif
// Do shadow depth mapping... #if FLASHLIGHTSHADOWS && ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, true ); float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated flShadow = lerp( flAttenuated, flShadow, dot(i.vertAtten, float3(0.30f, 0.59f, 0.11f) ) ); // Blend between shadow and above, according to light attenuation outcolor *= flShadow * spotColor * albedo; #else outcolor *= spotColor * albedo; #endif
// NOTE!! This has to be last to avoid loss of range. outcolor *= i.vertAtten; #if defined( SHADER_MODEL_PS_1_1 ) || defined ( SHADER_MODEL_PS_1_4 ) return float4( outcolor, baseSample.a ); #else float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos.z, i.projPos.z ); return FinalOutput( float4( outcolor, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); #endif
}
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