Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
// 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: "NUM_LIGHTS" "0..2" [ps20]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
// DYNAMIC: "AMBIENT_LIGHT" "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 "shader_constant_register_map.h"
const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total
sampler BaseTextureSampler : register( s0 );
sampler BumpTextureSampler : register( s1 );
sampler NormalizeSampler : register( s2 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float4 worldVertToEyeVector_Darkening : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
// second row : TEXCOORD3;
// third row : TEXCOORD4;
float4 worldPos_projPosZ : TEXCOORD5;
float2 lightAtten01 : TEXCOORD6;
float2 lightAtten23 : TEXCOORD7;
};
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
#define worldVertToEyeVector i.worldVertToEyeVector_Darkening.xyz
#define fDarkening i.worldVertToEyeVector_Darkening.w
#endif
float4 main( PS_INPUT i ) : COLOR
{
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
int nNumLights = NUM_LIGHTS;
float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 );
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
float3 worldSpaceNormal, tangentSpaceNormal = float3(0, 0, 1);
float fSpecExp = g_EyePos_SpecExponent.w;
float4 normalTexel = tex2D( BumpTextureSampler, i.baseTexCoord );
tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f;
worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
// If the exponent passed in as a constant is zero, use the value from the map as the exponent
if ( fSpecExp == 0 )
fSpecExp = 1.0f * ( 1.0f - normalTexel.w ) + 150.0f * normalTexel.w;
// Summation of diffuse illumination from all local lights
float3 diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
float3( 0.0f, 0.0f, 0.0f ), false,
bAmbientLight, vLightAtten,
cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, true,
false, 0, false, NormalizeSampler );
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
float3 vDummy, specularLighting;
// Summation of specular from all local lights
PixelShaderDoSpecularLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, fSpecExp, normalize(worldVertToEyeVector),
vLightAtten, nNumLights, cLightInfo,
false, 1.0f, false, NormalizeSampler, 1.0f, false, 1.0f,
// Outputs
specularLighting, vDummy );
// Specular plus diffuse, all darkened as a function of mouth openness
float3 result = (specularLighting * baseSample.a + baseSample.rgb * diffuseLighting) * fDarkening;
#else
float3 result = baseSample.rgb * diffuseLighting * i.worldVertToEyeVector_Darkening.w;
#endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
return FinalOutput( float4(result, 1.0f), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}