Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "MAXTEXTURESTAGES" "0..2" // STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "ADDSTATIC" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1"
// When max texture stages is less than 2, we go into multipass mode, but without a static texture, we consolidate back to a single pass by using gray as static // SKIP: ($MAXTEXTURESTAGES < 2) && ($HASSTATICTEXTURE == 0) && ($ADDSTATIC == 1)
#define TEXTURESTAGES (MAXTEXTURESTAGES + 1) #define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_ps_fxc.h"
const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
sampler PrimarySampler : register( s0 ); #if( TEXTURESTAGES == 3 ) # if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) sampler SecondarySampler : register( s1 ); # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) sampler TertiarySampler : register( s2 ); # endif # endif #elif( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) ) sampler SecondarySampler : register( s1 ); #endif
struct PS_INPUT { float3 vPrimaryTexCoord : TEXCOORD0;
# if( TEXTURESTAGES == 3 ) # if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) float2 vSecondaryTexCoord : TEXCOORD1; # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) float2 vTertiaryTexCoord : TEXCOORD2; # endif # endif # elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 ) float2 vSecondaryTexCoord : TEXCOORD1; # endif };
HALF4 main( PS_INPUT i ) : COLOR { HALF4 result; # if( TEXTURESTAGES == 3 ) //we can do everything in one pass { result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb; //mix in static # if( ADDSTATIC == 1 ) { result.rgb *= g_StaticAmount.y; //inverse static on original colors # if( HASSTATICTEXTURE == 1 ) { # if( HASALPHAMASK == 1 ) result.rgb += tex2D(TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static # else result.rgb += tex2D(SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static # endif } # else { result.rgb += g_StaticAmount.x * 0.25; //mix in gray } # endif } # endif # if( HASALPHAMASK == 1 ) { //alpha mask result.a = tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; } # else { result.a = 1; } # endif } # else //multiple pass configuration { # if( ADDSTATIC == 1 ) //in multipass configuration and adding static { # if( HASSTATICTEXTURE == 1 ) result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb; # endif result.a = g_StaticAmount.x; //in multipass, static is achieved by alpha blending the static onto an existing cutout pixel in the destination pixel } # else //in multipass config on the cutout pass { result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb; # if( HASSTATICTEXTURE == 0 ) //there's no need to do another pass if there's no other texture to mix with, just mix in gray { result.rgb *= g_StaticAmount.y; result.rgb += g_StaticAmount.x * 0.25; //mix in gray } # endif result.a = 1; } # endif # if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) ) result.a *= tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; //modulate in the alpha instead of setting it so we get blend as well as mask # endif } # endif
return result; }
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