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cool-source-archive/materialsystem/stdshadersdx11/decalmodulate_ps40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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