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source-sdk-2013/mp/src/materialsystem/stdshaders/DebugTextureView_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: "SHOWALPHA" "0..1"
// DYNAMIC: "ISCUBEMAP" "0..1"
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler g_tSampler : register( s0 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
const float3 g_vConst0 : register( c0 );
#define g_flIsHdrCube g_vConst0.x
#define g_flIsHdr2D g_vConst0.y
float4 main( PS_INPUT i ) : COLOR
{
float4 sample = tex2D( g_tSampler, i.texCoord );
float4 result = { 0.0f, 0.0f, 0.0f, 1.0f };
result.rgb = sample.rgb;
#if SHOWALPHA
result.rgb = sample.a;
#endif
if ( g_flIsHdr2D )
result.rgb *= MAX_HDR_OVERBRIGHT;
#if ISCUBEMAP
bool bNoDataForThisPixel = false;
float3 vec = float3( 0, 0, 0 );
float x = i.texCoord.x;
float y = i.texCoord.y;
float x2 = frac( ( i.texCoord.x ) * 3.0f ) * 2.0f - 1.0f;
float y2 = frac( ( i.texCoord.y ) * 4.0f ) * 2.0f - 1.0f;
if ( ( x >= 0.3333f ) && ( x <= 0.6666f ) ) //Center row
{
if ( y >= 0.75f )
vec = float3( x2, 1.0, y2 );
else if ( y >= 0.5f )
vec = float3( x2, y2, -1.0 );
else if ( y >= 0.25f )
vec = float3( x2, -1.0, -y2 );
else if ( y >= 0.0f )
vec = float3( x2, -y2, 1.0 );
}
else if ( ( y >= 0.25f ) && ( y <= 0.5f ) )
{
if ( x <= 0.3333f )
vec = float3( -1.0f, -x2, -y2 );
else if (x >= 0.6666f)
vec = float3( 1.0f, x2, -y2 );
else
bNoDataForThisPixel = true;
}
else
{
bNoDataForThisPixel = true;
}
float4 cBase = texCUBE( g_tSampler, vec );
#if SHOWALPHA
cBase.rgb = cBase.a;
#endif
if ( g_flIsHdrCube )
cBase.rgb *= ENV_MAP_SCALE;
if ( bNoDataForThisPixel == true )
cBase.rgb = float3( 0.9f, 0.4f, 0.15f );
result.rgb = cBase.rgb;
result.a = 1.0f; // - bNoDataForThisPixel;
#endif
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}