//====== Copyright 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "NORMALMAP" "0..1"
// STATIC: "NORMALMAP2" "0..1"
// STATIC: "WORLDVERTEXTRANSITION" "0..1"
// STATIC: "HDRTYPE" "0..2"
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "FOGTYPE" "0..2"
// DYNAMIC: "FLASHLIGHTDEPTH" "0..0"
// SKIP: !$WORLDVERTEXTRANSITION && $NORMALMAP2
// SKIP: !$NORMALMAP && $NORMALMAP2
#include "common_ps_fxc.h"
sampler SpotSampler : register( s0 );
sampler BaseTextureSampler : register( s1 );
sampler NormalizingCubemapSampler : register( s2 );
// use a normalizing cube map here if we aren't normal mapping
#if NORMALMAP
sampler NormalMapSampler : register( s3 );
#else
sampler NormalizingCubemapSampler2 : register( s3 );
#endif
#ifdef WORLDVERTEXTRANSITION
sampler BaseTexture2Sampler : register( s4 );
sampler NormalMap2Sampler : register( s6 );
#endif
sampler FlashlightDepthSampler : register( s7 );
static const HALF g_OverbrightFactor = 2.0f;
struct PS_INPUT
{
float4 spotTexCoord : TEXCOORD0;
float2 baseTexCoord : TEXCOORD1;
#if NORMALMAP
float3 tangentPosToLightVector : TEXCOORD2;
float2 normalMapTexCoord : TEXCOORD3;
#else
float3 worldPosToLightVector : TEXCOORD2;
float3 normal : TEXCOORD3;
#endif
#if WORLDVERTEXTRANSITION
float2 baseTexCoord2 : TEXCOORD4;
float2 lightmapTexCoord : TEXCOORD5;
#endif
float4 vertAtten : COLOR0;
float4 fogFactorW : COLOR1;
};
HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
{
bool bDoShadow = (FLASHLIGHTDEPTH==1)?1:0;
#if WORLDVERTEXTRANSITION
float lerpAlpha = 1-i.vertAtten.a;
#endif
#if NORMALMAP
float3 normal = tex2D( NormalMapSampler, i.normalMapTexCoord ) * 2.0f - 1.0f;
# if NORMALMAP2
float3 normal2 = tex2D( NormalMap2Sampler, i.normalMapTexCoord ) * 2.0f - 1.0f;
normal = lerp( normal2, normal, lerpAlpha );
# endif
#else
float3 normal = texCUBE( NormalizingCubemapSampler2, i.normal ) * 2.0f - 1.0f;
#endif
float3 spotColor = tex2D( SpotSampler, i.spotTexCoord.xyz / i.spotTexCoord.w ) * cFlashlightColor;
if( i.spotTexCoord.w < 0.0f )
spotColor = float3(0,0,0);
if( bDoShadow )
spotColor *= DoShadow( FlashlightDepthSampler, i.spotTexCoord );
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
float3 baseColor = baseSample.xyz;
#if WORLDVERTEXTRANSITION
float3 baseColor2 = tex2D( BaseTexture2Sampler, i.baseTexCoord2 ).xyz;
baseColor = lerp( baseColor2, baseColor, lerpAlpha );
#endif
#if NORMALMAP
// flashlightfixme: wrap this!
float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
float nDotL = dot( tangentPosToLightVector, normal );
#else
float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
float nDotL = dot( worldPosToLightVector, normal );
#endif
float3 outcolor;
outcolor = spotColor * baseColor * nDotL * g_OverbrightFactor;
// NOTE!! This has to be last to avoid loss of range.
outcolor *= i.vertAtten;
return LinearColorToHDROutput( float4( outcolor, baseSample.a ), i.fogFactorW.w );
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
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