Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "NORMALMAP" "0..1"
// STATIC: "NOCULL" "0..1"
#include "common_ps_fxc.h"
sampler SpotSampler : register( s0 );
sampler BaseTextureSampler : register( s1 );
sampler NormalizingCubemapSampler : register( s2 );
// use a normalizing cube map here if we aren't normal mapping
#if NORMALMAP
sampler NormalMapSampler : register( s3 );
#else
sampler NormalizingCubemapSampler2 : register( s3 );
#endif
static const HALF g_OverbrightFactor = 2.0f;
struct PS_INPUT
{
float4 spotTexCoord : TEXCOORD0;
float2 baseTexCoord : TEXCOORD1;
#if NORMALMAP
float3 tangentPosToLightVector : TEXCOORD2;
float2 normalMapTexCoord : TEXCOORD3;
#else
float3 worldPosToLightVector : TEXCOORD2;
float3 normal : TEXCOORD3;
#endif
float4 vertAtten : COLOR0;
};
float4 main( PS_INPUT i ) : COLOR
{
#if NORMALMAP
float3 normal = tex2D( NormalMapSampler, i.normalMapTexCoord ) * 2.0f - 1.0f;
#else
float3 normal = texCUBE( NormalizingCubemapSampler2, i.normal ) * 2.0f - 1.0f;
#endif
float3 spotColor = tex2D( SpotSampler, i.spotTexCoord );
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
float3 baseColor = baseSample.xyz;
#if NORMALMAP
// wrap this!
float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
float nDotL = saturate( dot( tangentPosToLightVector, normal ) );
#else
float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
float nDotL = saturate( dot( worldPosToLightVector, normal ) );
#endif
float3 outcolor;
outcolor = spotColor * baseColor * g_OverbrightFactor;
#if !NOCULL
outcolor *= nDotL;
#endif
// NOTE!! This has to be last to avoid loss of range.
outcolor *= i.vertAtten;
return float4( outcolor.xyz, baseSample.a * i.vertAtten.a );
}