Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "ADDSTATIC" "0..1" // DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1"
#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
const float4 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler PortalSampler : register( s0 );
#if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) sampler SecondarySampler : register( s1 ); # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) sampler TertiarySampler : register( s2 ); # endif #endif
struct PS_INPUT { float3 vPortalTexCoord : TEXCOORD0;
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) float2 vSecondaryTexCoord : TEXCOORD1; # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) float2 vTertiaryTexCoord : TEXCOORD2; # endif # endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { HALF4 result; result.rgb = tex2D(PortalSampler, i.vPortalTexCoord.xy / i.vPortalTexCoord.z ).rgb; //mix in static # if( ADDSTATIC == 1 ) { result.rgb *= g_StaticAmount.y; //inverse static on original colors # if( HASSTATICTEXTURE == 1 ) { # if( HASALPHAMASK == 1 ) result.rgb += tex2D(TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static # else result.rgb += tex2D(SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static # endif } # else { result.rgb += g_StaticAmount.x * 0.25; //mix in gray } # endif } # endif # if( HASALPHAMASK == 1 ) { //alpha mask result.a = tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; } # else { result.a = 1; } # endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }
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