csgo-2018-source/materialsystem/stdshaders/common_fog_ps_supportsvertexfog_fxc.h
2021-07-24 21:11:47 -07:00

26 lines
1.1 KiB
C

//
// - This is the fog header to include for pixel shaders if the shader does support pixel-shader-blended vertex fog.
//
// -- PIXELFOGTYPE is 0 for RANGE FOG, 1 for WATER/HEIGHT FOG --
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ]
// -- DOPIXELFOG is 1 if the material has $pixelfog 1, or if the material forces pixel fog by default (lightmappedgeneric for instance.) --
// STATIC: "DOPIXELFOG" "0..0" [ = 0 ] [ps20]
// STATIC: "DOPIXELFOG" "0..1" [ = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ] [ps20b]
// STATIC: "DOPIXELFOG" "0..1" [ = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ] [ps30]
#if ( PIXELFOGTYPE == 1 )
// No matter what shader model we are, we do pixel fog for water and don't use fixed function hardware fog blending.
#undef DOPIXELFOG
#define DOPIXELFOG 1
#endif
#if defined( SHADER_MODEL_PS_2_0 ) && ( PIXELFOGTYPE == 0 )
#define HARDWAREFOGBLEND 1
#else
#define HARDWAREFOGBLEND 0
#endif
// FIXME! Will need to revisit this once we are doing water/height fog again. Needs to be pixel for in the water case.