source-engine-2018-hl2_src/materialsystem/stdshaders/emissive_scroll_blended_pass_ps2x.fxc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// Includes =======================================================================================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#include "common_vertexlitgeneric_dx9.h"
// Texture Samplers ===============================================================================
sampler g_tBaseSampler : register( s0 );
sampler g_tFlowSampler : register( s1 );
sampler g_tSelfIllumSampler : register( s2 );
// Shaders Constants and Globals ==================================================================
const float4 g_vPackedConst0 : register( c0 );
#define g_flBlendStrength g_vPackedConst0.x
#define g_flTime g_vPackedConst0.y
const float2 g_vEmissiveScrollVector : register( c1 );
const float3 g_cSelfIllumTint : register( c2 );
// Interpolated values ============================================================================
struct PS_INPUT
{
float2 vTexCoord0 : TEXCOORD0;
};
// Main ===========================================================================================
//float4 main( PS_INPUT i ) : COLOR // Non-HDR for debugging
float4 main( PS_INPUT i ) : COLOR
{
// Color texture
float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy );
// Fetch from dudv map and then fetch from emissive texture with new uv's & scroll
float4 vFlowValue = tex2D( g_tFlowSampler, i.vTexCoord0.xy );
float2 vEmissiveTexCoord = vFlowValue.xy + ( g_vEmissiveScrollVector.xy * g_flTime );
float4 cEmissiveColor = tex2D( g_tSelfIllumSampler, vEmissiveTexCoord.xy );
//===============//
// Combine terms //
//===============//
float4 result;
result.rgb = cBaseColor.rgb * cEmissiveColor.rgb * g_cSelfIllumTint.rgb;
result.rgb *= g_flBlendStrength;
// Set alpha to 0.0f so it doesn't change dest alpha (I should probably disable dest alpha writes)
result.a = 0.0f;
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
}