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source-sdk-2013/sp/src/materialsystem/stdshaders/water_ps2x.fxc
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "BASETEXTURE" "0..1"
// STATIC: "MULTITEXTURE" "0..1"
// STATIC: "REFLECT" "0..1"
// STATIC: "REFRACT" "0..1"
// STATIC: "ABOVEWATER" "0..1"
// STATIC: "BLURRY_REFRACT" "0..1" [ps20b]
// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2
// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// SKIP: $MULTITEXTURE && $BASETEXTURE
#if defined(SHADER_MODEL_PS_2_0)
# define BLURRY_REFRACT 0
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "water_ps2x_helper.h"
sampler RefractSampler : register( s0 );
#if BASETEXTURE
sampler BaseTextureSampler : register( s1 );
#endif
sampler ReflectSampler : register( s2 );
#if BASETEXTURE
sampler LightmapSampler : register( s3 );
#endif
sampler NormalSampler : register( s4 );
const HALF4 vRefractTint : register( c1 );
const HALF4 vReflectTint : register( c4 );
const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
const HALF4 g_WaterFogColor : register( c6 );
const HALF4 g_WaterFogParams : register( c7 );
const float4 g_PixelFogParams : register( c8 );
#define g_WaterFogStart g_WaterFogParams.x
#define g_WaterFogEndMinusStart g_WaterFogParams.y
#define g_Reflect_OverBright g_WaterFogParams.z
struct PS_INPUT
{
float2 vBumpTexCoord : TEXCOORD0;
half3 vTangentEyeVect : TEXCOORD1;
float4 vReflectXY_vRefractYX : TEXCOORD2;
float W : TEXCOORD3;
float4 vProjPos : TEXCOORD4;
float screenCoord : TEXCOORD5;
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD6;
#endif
#if BASETEXTURE
// CENTROID: TEXCOORD6
HALF4 lightmapTexCoord1And2 : TEXCOORD6;
// CENTROID: TEXCOORD7
HALF4 lightmapTexCoord3 : TEXCOORD7;
#endif
float4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
DrawWater_params_t params;
params.vBumpTexCoord = i.vBumpTexCoord;
#if MULTITEXTURE
params.vExtraBumpTexCoord = i.vExtraBumpTexCoord;
#endif
params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX;
params.w = i.W;
params.vReflectRefractScale = g_ReflectRefractScale;
params.fReflectOverbright = g_Reflect_OverBright;
params.vReflectTint = vReflectTint;
params.vRefractTint = vRefractTint;
params.vTangentEyeVect = i.vTangentEyeVect;
params.waterFogColor = g_WaterFogColor;
#if BASETEXTURE
params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2;
params.lightmapTexCoord3 = i.lightmapTexCoord3;
#endif
params.vProjPos = i.vProjPos;
params.pixelFogParams = g_PixelFogParams;
params.fWaterFogStart = g_WaterFogStart;
params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart;
float4 result;
float fogFactor;
DrawWater( params,
// yay. . can't put sampler in a struct.
#if BASETEXTURE
BaseTextureSampler,
LightmapSampler,
#endif
NormalSampler, RefractSampler, ReflectSampler,
result, fogFactor );
return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
}