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//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30] // DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 ); sampler IrisSampler : register( s1 ); sampler GlintSampler : register( s2 ); const float4 cEyeScalars : register( c0 ); // { Dilation, ambient, x, x }
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; float2 irisTexCoord : TEXCOORD1; float2 glintTexCoord : TEXCOORD2; float3 vertAtten : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
#define fDilationFactor cEyeScalars.x #define fGlintDamping cEyeScalars.y
float4 main( PS_INPUT i ) : COLOR { float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); float4 glintSample = tex2D( GlintSampler, i.glintTexCoord ); /* // Dilate the pupil/iris texture (1 is max dilation, 0 is none) float2 biasedCoords = i.irisTexCoord * 2.0f - 1.0f; // -1 to +1 range float fDilatability = saturate(0.8f - sqrt(dot(biasedCoords, biasedCoords) )); // 1 in the center, fading out to 0 at 0.8 from center, since irises are inset into maps float2 scaledCoords = biasedCoords * (1 + fDilatability); // Maximal dilation // Blend undilated and maximally dilated based upon dilation factor float2 dilatedCoords = lerp( scaledCoords, biasedCoords, 1.0f-saturate(cDilationFactor.x)); dilatedCoords = dilatedCoords * 0.5f + 0.5f; // Back to 0..1 range */
float4 irisSample = tex2D( IrisSampler, i.irisTexCoord ); // Sample the iris map using dilated coordinates
float4 result; result.rgb = lerp( baseSample.rgb, irisSample.rgb, irisSample.a ); result.rgb *= i.vertAtten; result.rgb += glintSample.rgb * fGlintDamping; result.a = baseSample.a; bool bWriteDepthToAlpha = false;
// ps_2_b and beyond #if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) bWriteDepthToAlpha = WRITE_DEPTH_TO_DESTALPHA != 0; #endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w ); }
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