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hl2sdk/materialsystem/stdshaders/projected_ps2x.fxc
Scott Ehlert fdd0bbf277 SDK sync.
2012-07-06 20:35:59 -05:00

49 lines
1.1 KiB
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//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
// STATIC: "FOW" "0..1"
#include "shader_constant_register_map.h"
#include "common_fog_ps_fxc.h"
#include "fow_ps_fxc.h"
sampler BaseSampler1 : register( s1 ); // Base map 1
#if ( FOW == 1 )
sampler FoWSampler : register( s10 ); // Fog of War
#endif
struct PS_INPUT
{
float4 projPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
#if ( FOW == 1 )
float2 vFowCoord : TEXCOORD3;
#endif
};
float4 main( PS_INPUT i ) : COLOR
{
#if !defined( _X360 )
if ( i.vBaseTexCoord.x < 0.0 || i.vBaseTexCoord.x > 1.0 || i.vBaseTexCoord.y < 0.0 || i.vBaseTexCoord.y > 1.0 )
{
discard;
}
#endif
float3 vResult = tex2D( BaseSampler1, i.vBaseTexCoord.xy ) * cFlashlightColor.rgb;
#if ( FOW == 1 )
// return float4( vFoWResult, 0, 0, 255 );
vResult.rgb = CalcFoW( FoWSampler, i.vFowCoord, vResult.rgb );
#endif
float fogFactor = 0.0f;
return FinalOutput( float4( vResult, 1.0 ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}