csgo-2018-source/materialsystem/stdshaders/debugshadowbuffer_ps2x.fxc
2021-07-24 21:11:47 -07:00

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_ps_fxc.h"
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float4 vertexColor : TEXCOORD1;
};
float4 Constant_color : register( c0 );
sampler TexSampler : register( s0 );
float4 main( PS_INPUT i ) : COLOR
{
float flDepth = tex2D( TexSampler, i.coordTap0 ).r;
flDepth = flDepth * Constant_color.x + Constant_color.y;
float4 vOutputColor = float4( flDepth, flDepth, flDepth, 1.0f);
// Slamming output alpha to 1.0f because screenspace_general always enables alpha testing (argh)
vOutputColor.a = 1.0f;
return FinalOutput( vOutputColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); //Constant_color;
}