Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 );
const float4 g_WhiteGrayMix : register( c0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float4 vColor : COLOR0; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
float4 resultColor = saturate( textureColor * i.vColor ); resultColor.rgb = lerp( g_WhiteGrayMix.rgb, resultColor.rgb, resultColor.a );
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }
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