Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "MAXTEXTURESTAGES" "0..2"
// STATIC: "HASALPHAMASK" "0..1"
// STATIC: "HASSTATICTEXTURE" "0..1"
// DYNAMIC: "ADDSTATIC" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// When max texture stages is less than 2, we go into multipass mode, but without a static texture, we consolidate back to a single pass by using gray as static
// SKIP: ($MAXTEXTURESTAGES < 2) && ($HASSTATICTEXTURE == 0) && ($ADDSTATIC == 1)
#define TEXTURESTAGES (MAXTEXTURESTAGES + 1)
#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_ps_fxc.h"
const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
sampler PrimarySampler : register( s0 );
#if( TEXTURESTAGES == 3 )
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
sampler SecondarySampler : register( s1 );
# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
sampler TertiarySampler : register( s2 );
# endif
# endif
#elif( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
sampler SecondarySampler : register( s1 );
#endif
struct PS_INPUT
{
float3 vPrimaryTexCoord : TEXCOORD0;
# if( TEXTURESTAGES == 3 )
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
float2 vSecondaryTexCoord : TEXCOORD1;
# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
float2 vTertiaryTexCoord : TEXCOORD2;
# endif
# endif
# elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 )
float2 vSecondaryTexCoord : TEXCOORD1;
# endif
};
HALF4 main( PS_INPUT i ) : COLOR
{
HALF4 result;
# if( TEXTURESTAGES == 3 ) //we can do everything in one pass
{
result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
//mix in static
# if( ADDSTATIC == 1 )
{
result.rgb *= g_StaticAmount.y; //inverse static on original colors
# if( HASSTATICTEXTURE == 1 )
{
# if( HASALPHAMASK == 1 )
result.rgb += tex2D(TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static
# else
result.rgb += tex2D(SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static
# endif
}
# else
{
result.rgb += g_StaticAmount.x * 0.25; //mix in gray
}
# endif
}
# endif
# if( HASALPHAMASK == 1 )
{
//alpha mask
result.a = tex2D(SecondarySampler, i.vSecondaryTexCoord ).a;
}
# else
{
result.a = 1;
}
# endif
}
# else //multiple pass configuration
{
# if( ADDSTATIC == 1 ) //in multipass configuration and adding static
{
# if( HASSTATICTEXTURE == 1 )
result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
# endif
result.a = g_StaticAmount.x; //in multipass, static is achieved by alpha blending the static onto an existing cutout pixel in the destination pixel
}
# else //in multipass config on the cutout pass
{
result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
# if( HASSTATICTEXTURE == 0 ) //there's no need to do another pass if there's no other texture to mix with, just mix in gray
{
result.rgb *= g_StaticAmount.y;
result.rgb += g_StaticAmount.x * 0.25; //mix in gray
}
# endif
result.a = 1;
}
# endif
# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
result.a *= tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; //modulate in the alpha instead of setting it so we get blend as well as mask
# endif
}
# endif
return result;
}