Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "ADDBASETEXTURE2" "0..1"
// STATIC: "ADDSELF" "0..1"
// STATIC: "USEALPHAASRGB" "0..1"
// SKIP: $USEALPHAASRGB && $ADDSELF
// SKIP: $USEALPHAASRGB && $ADDBASETEXTURE2
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
struct PS_INPUT
{
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 argbcolor : COLOR;
float4 blendfactor0 : TEXCOORD2;
#if ADDBASETEXTURE2
float2 texCoord2 : TEXCOORD3;
#endif
float4 vScreenPos : TEXCOORD7;
};
sampler BaseTextureSampler : register( s0 );
#if ADDBASETEXTURE2
sampler BaseTextureSampler2 : register( s3 );
#endif
sampler BaseTextureSampler1 : register( s1 );
const float4 g_Parameters : register( c0 );
const float4 g_ColorPowers : register( c1 );
#define fAdditiveBlendWeight g_Parameters.x
#define fOverbrightFactor g_Parameters.y
#define fAdditiveSelfBlendWeight g_Parameters.z
#define fSoftParticleBlendScale g_Parameters.w
#pragma warning( disable : 4707 4704 )
float4 main( PS_INPUT i ) : COLOR
{
// Sample frames from texture 0
#if ( ! ADDSELF ) && ( ! ADDBASETEXTURE2 )
float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 );
float4 baseTex1 = tex2D( BaseTextureSampler1, i.texCoord1 );
float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x );
#else
float4 blended_rgb = tex2D( BaseTextureSampler, i.texCoord0 );
#endif
#if USEALPHAASRGB
blended_rgb.rgb = blended_rgb.a;
#endif
#if ADDBASETEXTURE2
blended_rgb.a *= i.argbcolor.a;
// In this case, we don't really want to pre-multiply by alpha
float4 color2 = tex2D( BaseTextureSampler2, i.texCoord2 );
blended_rgb.rgb *= blended_rgb.a;
blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * color2;
blended_rgb.rgb *= 2 * i.argbcolor.rgb;
#else
#if ADDSELF
blended_rgb.a *= i.argbcolor.a;
blended_rgb.rgb *= blended_rgb.a;
blended_rgb.rgb += fOverbrightFactor * 8 * fAdditiveSelfBlendWeight * blended_rgb;
blended_rgb.rgb *= 2 * i.argbcolor.rgb;
#else
blended_rgb *= i.argbcolor;
#endif
#endif
return blended_rgb;
}