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] // STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
#if( HASSTATICTEXTURE ) sampler StaticTextureSampler : register( s0 ); # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s1 ); # endif #else # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s0 ); # endif #endif
struct PS_INPUT { float4 vProjPos : POSITION; //vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue #if( HASSTATICTEXTURE ) float2 vStaticTexCoord : TEXCOORD0; # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD1; # endif #else # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD0; # else float2 vUnusedTexCoord1 : TEXCOORD0; # endif float2 vUnusedTexCoord2 : TEXCOORD1; #endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { HALF4 result; # if( HASSTATICTEXTURE ) result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb; # else result.rgb = 0.25; //without a static texture, just be gray # endif
# if( HASALPHAMASK ) result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha # else result.a = g_StaticAmount.x; //when static reaches 0, fades away completely # 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 ); }
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