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: "VERTEXCOLOR" "0..1" // STATIC: "CONSTANTCOLOR" "0..1" // STATIC: "HDRTYPE" "0..2" // STATIC: "SRGB" "0..1" // STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
// DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
const HALF4 g_Color : register( c0 ); const float g_HDRColorScale : register( c1 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler TexSampler : register( s0 );
struct PS_INPUT { HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 color : TEXCOORD2; // Vertex color (from lighting or unlit) float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
#if VERTEXCOLOR sample *= i.color; #endif
#if CONSTANTCOLOR sample *= g_Color; #endif #if HDRTYPE && HDRENABLED sample.xyz *= g_HDRColorScale; #endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); #if SRGB result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); #else result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA ); #endif
// On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first #if SRGB_OUTPUT_ADAPTER result = GammaToLinear( result ); #endif
return result; }
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