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28 lines
926 B
Plaintext
28 lines
926 B
Plaintext
// HDRFIXME: Make this work with nonHDR
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#include "common_ps_fxc.h"
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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sampler BaseTextureSampler : register( s0 );
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HALF4 InputScale : register( c0 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF4 color = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
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color.rgb *= InputScale.rgb;
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// This is never fogged.
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return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
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}
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