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.
|
|
//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler EnvmapSampler : register( s0 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT { float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
float4 main( PS_INPUT i ) : COLOR { HALF4 color; color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector ); color.a = 1.0f; color *= i.vertexColor; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }
|