sqwarmed/sdk_src/materialsystem/stdshaders/teeth_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_fog_ps_fxc.h"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
#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_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float3 vertAtten : TEXCOORD1;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
float4 result;
result.xyz = baseSample.xyz * i.vertAtten;
result.a = baseSample.a;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
}