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 BaseTextureSampler : register( s0 );
  12. const float4 g_WhiteGrayMix : register( c0 );
  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. float4 vColor : COLOR0;
  19. float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
  20. };
  21. float4 main( PS_INPUT i ) : COLOR
  22. {
  23. float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
  24. float4 resultColor = saturate( textureColor * i.vColor );
  25. resultColor.rgb = lerp( g_WhiteGrayMix.rgb, resultColor.rgb, resultColor.a );
  26. float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
  27. return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
  28. }