sqwarmed/sdk_src/materialsystem/stdshaders/windowimposter_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
sampler EnvmapSampler : register( s0 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
struct PS_INPUT
{
float3 eyeToVertVector : TEXCOORD0;
float4 vertexColor : COLOR;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
HALF4 color;
color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector );
color.a = 1.0f;
color *= i.vertexColor;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}