Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
// Includes ======================================================================================= // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "common_vertexlitgeneric_dx9.h"
// Texture Samplers =============================================================================== sampler g_tBaseSampler : register( s0 ); sampler g_tFlowSampler : register( s1 ); sampler g_tSelfIllumSampler : register( s2 );
// Shaders Constants and Globals ================================================================== const float4 g_vPackedConst0 : register( c0 ); #define g_flBlendStrength g_vPackedConst0.x #define g_flTime g_vPackedConst0.y
const float2 g_vEmissiveScrollVector : register( c1 ); const float3 g_cSelfIllumTint : register( c2 );
// Interpolated values ============================================================================ struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; };
// Main =========================================================================================== //float4 main( PS_INPUT i ) : COLOR // Non-HDR for debugging float4 main( PS_INPUT i ) : COLOR { // Color texture float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy );
// Fetch from dudv map and then fetch from emissive texture with new uv's & scroll float4 vFlowValue = tex2D( g_tFlowSampler, i.vTexCoord0.xy ); float2 vEmissiveTexCoord = vFlowValue.xy + ( g_vEmissiveScrollVector.xy * g_flTime ); float4 cEmissiveColor = tex2D( g_tSelfIllumSampler, vEmissiveTexCoord.xy );
//===============// // Combine terms // //===============// float4 result; result.rgb = cBaseColor.rgb * cEmissiveColor.rgb * g_cSelfIllumTint.rgb; result.rgb *= g_flBlendStrength;
// Set alpha to 0.0f so it doesn't change dest alpha (I should probably disable dest alpha writes) result.a = 0.0f;
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); }
|