source-engine/materialsystem/stdshaders/example_model_ps20b.fxc

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2020-04-23 00:56:21 +08:00
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
//
// Example pixel shader that can be applied to models
//
//==================================================================================================
// STATIC: "CONVERT_TO_SRGB" "0..0"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// Flashlight shadow filter mode is irrelevant if there is no flashlight
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
#include "common_flashlight_fxc.h"
#include "shader_constant_register_map.h"
const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
sampler FlashlightSampler : register( s6 ); // Flashlight cookie
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float4 lightAtten : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 projPos : TEXCOORD4;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
float3 diffuseLighting;
if ( FLASHLIGHT != 0 )
{
float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture );
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition,
i.worldNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks );
}
else // non-flashlight path
{
// Summation of diffuse illumination from all local lights
diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal,
float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten,
cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true,
// These are dummy parameters:
false, 1.0f,
false, BaseTextureSampler );
}
float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting;
float alpha = g_DiffuseModulation.a * baseColor.a;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
alpha = fogFactor;
#endif
bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
}