Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "DEPTHBLEND" "0..1" [ps20b]
#include "shader_constant_register_map.h"
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_DepthFeatheringConstants : register( c0 );
sampler BumpmapSampler : register( s0 ); sampler DepthSampler : register( s1 );
struct PS_INPUT { float2 vBumpTexCoord : TEXCOORD0; float3 vTangentSpaceLightDir : TEXCOORD1; float3 vAmbientColor : TEXCOORD2; #if defined( _X360 ) float4 vScreenPos_ReverseZ : TEXCOORD3; #else float4 vScreenPos : TEXCOORD3; #endif float4 vDirLightScale : COLOR0; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord ); // Dot the bump normal and the light vector. float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1, // so this is now -0.5 to 0.5.
float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1 float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5; // Scale by the light color outputted by the vertex shader (ie: based on distance). vOutput *= i.vDirLightScale;
// Add ambient. vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
// Alpha = normal map alpha * vertex alpha vOutput.a = baseColor.a * i.vDirLightScale.a; //Soft Particles FTW # if (DEPTHBLEND == 1) # if defined( _X360 ) vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants ); # else vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants ); # endif # endif float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }
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