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..0" [= 0] [XBOX]
// STATIC: "DIFFUSELIGHTING" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// DYNAMIC: "AMBIENT_LIGHT" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
#define HDRTYPE HDR_TYPE_NONE
#include "common_vertexlitgeneric_dx9.h"
const float4 g_OverbrightFactor : register( c4 );
const float3 cAmbientCube[6] : register( c6 );
PixelShaderLightInfo cLightInfo[3] : register(c13);
sampler BumpmapSampler : register( s0 );
sampler NormalizeSampler : register( s1 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
float2 detailOrBumpTexCoord : TEXCOORD1;
// bump mapping and a separate envmap mask texture are mutually exclusive.
float2 envmapMaskTexCoord : TEXCOORD2;
float3 worldVertToEyeVector : TEXCOORD3;
float3x3 tangentSpaceTranspose : TEXCOORD4;
float4 worldPos_projPosZ : TEXCOORD5;
float2 lightAtten01 : TEXCOORD6;
float2 lightAtten23 : TEXCOORD7;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
bool bHalfLambert = HALFLAMBERT ? true : false;
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
int nNumLights = NUM_LIGHTS;
float4 vLightAtten = float4( i.lightAtten01, i.lightAtten23 );
float3 tangentSpaceNormal = float3( 0.0f, 0.0f, 1.0f );
float4 normalTexel = 1.0f;
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord );
tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
if( bDiffuseLighting )
{
float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f );
diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight,
vLightAtten, cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert,
false, 0, false, NormalizeSampler );
// multiply by .5 since we want a 50% (in gamma space) reflective surface)
diffuseLighting *= pow( 0.5f, 2.2f );
}
return FinalOutput( float4( diffuseLighting, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}