sqwarmed/sdk_src/materialsystem/stdshaders/modulate_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//paired with vertexlit_and_unlit_generic_vs##
#include "common_fog_ps_fxc.h"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
#if defined( SHADER_MODEL_PS_2_0 )
#define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 );
const float4 g_WhiteGrayMix : register( c0 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT
{
float2 vTexCoord0 : TEXCOORD0;
float4 vColor : COLOR0;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord0 );
float4 resultColor = saturate( textureColor * i.vColor );
resultColor.rgb = lerp( g_WhiteGrayMix.rgb, resultColor.rgb, resultColor.a );
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}