Team Fortress 2 Source Code as on 22/4/2020
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  1. // DYNAMIC: "PIXELFOGTYPE" "0..1"
  2. // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
  3. // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
  4. // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
  5. // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
  6. #if defined( SHADER_MODEL_PS_2_0 )
  7. # define WRITE_DEPTH_TO_DESTALPHA 0
  8. #endif
  9. #include "common_ps_fxc.h"
  10. #include "shader_constant_register_map.h"
  11. sampler NormalSampler : register( s0 );
  12. sampler BaseTextureSampler : register( s1 );
  13. const float4 g_FogParams : register( PSREG_FOG_PARAMS );
  14. const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
  15. struct PS_INPUT
  16. {
  17. float2 vTexCoord0 : TEXCOORD0;
  18. float2 vTexCoord1 : TEXCOORD1;
  19. float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
  20. float4 directionalLightColor : COLOR0;
  21. float4 fogFactorW : COLOR1;
  22. };
  23. float4 main( PS_INPUT i ) : COLOR
  24. {
  25. float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map
  26. float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data.
  27. //Expand compacted vectors
  28. //TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code )
  29. vNormalMapDir = (vNormalMapDir - 0.5) * 2.0;
  30. float3 vLightDir = float3( 0.0f, 0.0f, 1.0f );
  31. float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir
  32. // do half-lambert on the dot
  33. lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5;
  34. lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap;
  35. float4 resultColor;
  36. resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb );
  37. resultColor.a = textureColor.a * i.directionalLightColor.a;
  38. float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
  39. return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
  40. }