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52 lines
1.4 KiB
Plaintext
52 lines
1.4 KiB
Plaintext
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#include "common_cbuffers_fxc.h"
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CBUFFER_PERSCENE( register( b0 ) )
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CBUFFER_PERFRAME( register( b1 ) )
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#include "common_ps_fxc.h"
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#include "vertexlitgeneric_dx11_shared.h"
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cbuffer DecalModulate_CBuffer : register( b2 )
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{
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VertexLitAndUnlitGeneric_t c;
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};
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Texture2D Tex : register( t0 );
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sampler TexSampler : register( s0 );
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#define g_EyePos cEyePos
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struct PS_INPUT
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{
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float4 projPos : SV_POSITION;
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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HALF2 detailTexCoord : TEXCOORD1;
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float4 color : TEXCOORD2;
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float3 worldVertToEyeVector : TEXCOORD3;
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float3 worldSpaceNormal : TEXCOORD4;
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float4 worldPos_projPosZ : TEXCOORD5; // Necessary for pixel fog
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float3 eyeSpacePos : COLOR0;
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};
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float4 main( PS_INPUT i ) : SV_TARGET
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{
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float4 result = Tex.Sample( TexSampler, i.baseTexCoord );
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, c.g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, length( i.eyeSpacePos ) );
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// Since we're blending with a mod2x, we need to compensate with this hack
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// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
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// a little transparent, but it's better than not doing this
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fogFactor = pow( saturate( fogFactor ), 0.4f );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, c.g_FogColor, TONEMAP_SCALE_NONE );
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}
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