46 lines
1.6 KiB
Plaintext
46 lines
1.6 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// paired with "vertexlit_and_unlit_generic_vs##"
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// STATIC: "VERTEXALPHA" "0..1"
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#include "common_fog_ps_fxc.h"
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler TexSampler : register( s0 );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float4 g_FogTweakParams : register( c0 );
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#define g_fFogExponentTweak g_FogTweakParams.x
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#define g_fFogScaleTweak g_FogTweakParams.y
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
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float4 color : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result = tex2D( TexSampler, i.baseTexCoord );
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// Blend towards grey based on alpha
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float flFactor = 1.0;
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#if VERTEXALPHA
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flFactor *= i.color.w;
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#endif
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result.xyz = lerp( float3( 0.5, 0.5, 0.5 ), result.xyz, flFactor );
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// Since we're blending with a mod2x, we need to compensate with this hack
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// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
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// a little transparent, but it's better than not doing this
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
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fogFactor = pow( saturate( g_fFogScaleTweak * fogFactor ), g_fFogExponentTweak );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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}
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