sqwarmed/sdk_src/materialsystem/stdshaders/decalmodulate_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// paired with "vertexlit_and_unlit_generic_vs##"
// STATIC: "VERTEXALPHA" "0..1"
#include "common_fog_ps_fxc.h"
#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 );
const float4 g_FogTweakParams : register( c0 );
#define g_fFogExponentTweak g_FogTweakParams.x
#define g_fFogScaleTweak g_FogTweakParams.y
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
float4 color : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result = tex2D( TexSampler, i.baseTexCoord );
// Blend towards grey based on alpha
float flFactor = 1.0;
#if VERTEXALPHA
flFactor *= i.color.w;
#endif
result.xyz = lerp( float3( 0.5, 0.5, 0.5 ), result.xyz, flFactor );
// 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
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
fogFactor = pow( saturate( g_fFogScaleTweak * fogFactor ), g_fFogExponentTweak );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
}