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//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "DIFFUSELIGHTING" "0..1" // STATIC: "HALFLAMBERT" "0..1"
// DYNAMIC: "AMBIENT_LIGHT" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..2" [ps20] // DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
#define HDRTYPE HDR_TYPE_NONE #include "common_vertexlitgeneric_dx9.h"
const float4 g_OverbrightFactor : register( c4 ); const float3 cAmbientCube[6] : register( c6 );
PixelShaderLightInfo cLightInfo[3] : register(c13);
sampler BumpmapSampler : register( s0 ); sampler NormalizeSampler : register( s1 );
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // detail textures and bumpmaps are mutually exclusive so that we have enough texcoords. float2 detailOrBumpTexCoord : TEXCOORD1; // bump mapping and a separate envmap mask texture are mutually exclusive. float2 envmapMaskTexCoord : TEXCOORD2; float3 worldVertToEyeVector : TEXCOORD3; float3x3 tangentSpaceTranspose : TEXCOORD4; float4 worldPos_projPosZ : TEXCOORD5; float2 lightAtten01 : TEXCOORD6; float2 lightAtten23 : TEXCOORD7; };
float4 main( PS_INPUT i ) : COLOR { bool bDiffuseLighting = DIFFUSELIGHTING ? true : false; bool bHalfLambert = HALFLAMBERT ? true : false; bool bAmbientLight = AMBIENT_LIGHT ? true : false; int nNumLights = NUM_LIGHTS;
float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 );
float3 tangentSpaceNormal = float3( 0.0f, 0.0f, 1.0f ); float4 normalTexel = 1.0f; float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord ); tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f ); if( bDiffuseLighting ) { float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f ); diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, vLightAtten, cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert, false, 0, false, NormalizeSampler ); // multiply by .5 since we want a 50% (in gamma space) reflective surface) diffuseLighting *= pow( 0.5f, 2.2f ); } return FinalOutput( float4( diffuseLighting, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
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