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materialsystem/stdshaders/example_model_ps20b.fxc
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92
materialsystem/stdshaders/example_model_ps20b.fxc
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Example pixel shader that can be applied to models
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//
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//==================================================================================================
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// STATIC: "CONVERT_TO_SRGB" "0..0"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b]
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
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// We don't care about flashlight depth unless the flashlight is on
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// Flashlight shadow filter mode is irrelevant if there is no flashlight
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
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#include "common_flashlight_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
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const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
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const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
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const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
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const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
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const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
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PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
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#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
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sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
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sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
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sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
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sampler FlashlightSampler : register( s6 ); // Flashlight cookie
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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float4 lightAtten : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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float3 worldPos : TEXCOORD3;
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float3 projPos : TEXCOORD4;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
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float3 diffuseLighting;
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if ( FLASHLIGHT != 0 )
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{
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float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture );
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diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition,
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i.worldNormal, g_FlashlightAttenuationFactors.xyz,
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g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
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NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks );
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}
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else // non-flashlight path
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{
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// Summation of diffuse illumination from all local lights
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diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal,
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float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten,
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cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true,
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// These are dummy parameters:
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false, 1.0f,
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false, BaseTextureSampler );
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}
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float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting;
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float alpha = g_DiffuseModulation.a * baseColor.a;
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
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#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
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alpha = fogFactor;
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#endif
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bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
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return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
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}
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