source-engine/materialsystem/stdshaders/decalmodulate_ps2x.fxc

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2020-04-23 00:56:21 +08:00
//======= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======
// 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]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
sampler TexSampler : register( s0 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
float4 fogFactorW : COLOR1;
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
HALF2 detailTexCoord : TEXCOORD1;
float4 color : TEXCOORD2;
float3 worldVertToEyeVector : TEXCOORD3;
float3 worldSpaceNormal : TEXCOORD4;
float4 vProjPos : TEXCOORD6;
#endif
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result = tex2D( TexSampler, i.baseTexCoord );
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
// Since we're blending with a mod2x, we need to compensate with this hack
// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
// a little transparent, but it's better than not doing this
fogFactor = pow( saturate( fogFactor ), 0.4f );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
}