Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CONSTANTCOLOR" "0..1"
// STATIC: "HDRTYPE" "0..2"
// STATIC: "SRGB" "0..1"
// STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const HALF4 g_Color : register( c0 );
const float g_HDRColorScale : register( c1 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler TexSampler : register( s0 );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
#if VERTEXCOLOR
sample *= i.color;
#endif
#if CONSTANTCOLOR
sample *= g_Color;
#endif
#if HDRTYPE && HDRENABLED
sample.xyz *= g_HDRColorScale;
#endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#if SRGB
result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
#else
result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA );
#endif
// On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first
#if SRGB_OUTPUT_ADAPTER
result = GammaToLinear( result );
#endif
return result;
}