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.
|
|
// STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
#if( HASSTATICTEXTURE ) sampler StaticTextureSampler : register( s0 ); # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s1 ); # endif #else # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s0 ); # endif #endif
struct PS_INPUT { float4 vProjPos : POSITION; //vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue #if( HASSTATICTEXTURE ) float2 vStaticTexCoord : TEXCOORD0; # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD1; # endif #else # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD0; # else float2 vUnusedTexCoord1 : TEXCOORD0; # endif float2 vUnusedTexCoord2 : TEXCOORD1; #endif };
HALF4 main( PS_INPUT i ) : COLOR { HALF4 result; # if( HASSTATICTEXTURE ) result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb; # else result.rgb = 0.25; //without a static texture, just be gray # endif
# if( HASALPHAMASK ) result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha # else result.a = g_StaticAmount.x; //when static reaches 0, fades away completely # endif
//result.r = 1.0; //result.gb = 0.0; //result.a = 0.5;
return result; }
|