Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
#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_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; float3 vertAtten : TEXCOORD1; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); float4 result; result.xyz = baseSample.xyz * i.vertAtten; result.a = baseSample.a; 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, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }
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