You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
76 lines
2.7 KiB
76 lines
2.7 KiB
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
|
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
|
|
|
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|
|
|
#if defined( SHADER_MODEL_PS_2_0 )
|
|
# define WRITE_DEPTH_TO_DESTALPHA 0
|
|
#endif
|
|
|
|
#include "common_ps_fxc.h"
|
|
#include "shader_constant_register_map.h"
|
|
|
|
const HALF4 g_DiffuseModulation : register( c1 );
|
|
#if !FLASHLIGHT
|
|
// we don't use these with HDR.
|
|
const HALF3 g_EnvmapContrast : register( c2 );
|
|
const HALF3 g_EnvmapSaturation : register( c3 );
|
|
#endif
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
const float4 g_FlashlightAttenuationFactors : register( c22 );
|
|
const HALF3 g_FlashlightPos : register( c23 );
|
|
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
|
|
|
|
sampler BaseTextureSampler : register( s0 );
|
|
sampler BaseTextureSampler2 : register( s1 );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 projPos : POSITION; // Projection-space position
|
|
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
|
HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
|
|
float4 fogFactorW : COLOR1;
|
|
|
|
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
|
|
float4 vColor : COLOR0;
|
|
#endif
|
|
};
|
|
|
|
#if LIGHTING_PREVIEW == 2
|
|
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
|
|
#else
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
#endif
|
|
{
|
|
|
|
#if LIGHTING_PREVIEW
|
|
# if LIGHTING_PREVIEW == 1
|
|
return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
|
|
# else
|
|
LPREVIEW_PS_OUT ret;
|
|
float alpha = 1.0f;
|
|
ret.flags=float4(1,1,1,1);
|
|
ret.color=float4( 0.0f, 0.0f, 0.0f, alpha );
|
|
ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f );
|
|
ret.position=float4( i.worldPos_projPosZ.xyz, alpha );
|
|
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
|
# endif
|
|
#else
|
|
HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
|
|
HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy );
|
|
HALF4 result = baseColor * baseColor2 * g_DiffuseModulation;
|
|
float alpha = 1.0f;
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
|
|
#endif
|
|
}
|
|
|