Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE #define HDRENABLED 0 #include "common_ps_fxc.h"
sampler AlbedoSampler : register( s0 ); sampler NormalSampler : register( s1 ); sampler PositionSampler : register( s2 ); sampler AccBuf_In : register( s3 );
float4 EyePosition : register (c10);
float4 Light_origin : register( c0 ); #define INNER_COS (Light_origin.w) #define OUTER_COS (Light_dir.w)
float4 Light_dir : register( c1 );
float4 Light_attn : register (c2); #define QUADRATIC_ATTN (Light_attn.x) #define LINEAR_ATTN (Light_attn.y) #define CONSTANT_ATTN (Light_attn.z) #define SCALE_FACTOR (Light_attn.w)
float3 Light_color: register(c3);
struct PS_INPUT { float2 texCoord : TEXCOORD0; };
float Lerp5(float f1, float f2, float i1, float i2, float x) { return f1+(f2-f1)*(x-i1)/(i2-i1); }
float4 main( PS_INPUT i ) : COLOR { float4 normal=tex2D( NormalSampler, i.texCoord ); float4 albedo=tex2D( AlbedoSampler, i.texCoord ); float4 pos=tex2D( PositionSampler, i.texCoord ); float3 old_acc=tex2D( AccBuf_In, i.texCoord ); // pos.xyz+=EyePosition.xyz;
float3 ldir=Light_origin.xyz-pos.xyz; float dist=sqrt(dot(ldir,ldir)); ldir=normalize(ldir); float spot_dot=dot(ldir,-Light_dir); float3 ret=Light_color*0.09*albedo.xyz; // ambient float dist_falloff=(SCALE_FACTOR/(QUADRATIC_ATTN*dist*dist+LINEAR_ATTN*dist+CONSTANT_ATTN)); if (spot_dot>OUTER_COS) { float falloff=1; if (spot_dot<INNER_COS) { falloff=Lerp5(1,0,INNER_COS,OUTER_COS,spot_dot); } float dotprod=max(0,dot(ldir.xyz,normal.xyz)); ret+=dotprod*falloff*(Light_color*albedo.xyz); } else dist_falloff=min(1,dist_falloff); ret*=dist_falloff; // ret=float3(1,0,0); return FinalOutput( float4(ret+old_acc,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
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