Updated the SDK with the latest code from the TF and HL2 branches.

This commit is contained in:
John Schoenick
2015-09-09 18:35:41 -07:00
parent 55ed12f8d1
commit 0d8dceea43
675 changed files with 46223 additions and 9824 deletions

View File

@@ -24,6 +24,8 @@
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
// DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..0" [ps20]
// DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..1" [ps20b] [ps30] [PC]
// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
@@ -76,7 +78,9 @@ const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_FlashlightAttenuationFactors_RimMask : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass, x has rim mask control
const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
#if FLASHLIGHT
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
#endif
const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost
const float4 g_SpecularRimParams : register( PSREG_SPEC_RIM_PARAMS ); // xyz are specular tint color, w is rim power
PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
@@ -96,6 +100,7 @@ const float4 g_ShaderControls : register( PSREG_CONSTANT_27 ); // x is
#define g_fTintReplacementControl g_ShaderControls.z
#define g_fInvertPhongMask g_ShaderControls.w
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
sampler SpecularWarpSampler : register( s1 ); // Specular warp sampler (for iridescence etc)
sampler DiffuseWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification)
@@ -119,7 +124,6 @@ sampler DetailSampler : register( s13 ); // detail texture
sampler SelfIllumMaskSampler : register( s14 ); // selfillummask
struct PS_INPUT
{
float4 baseTexCoordDetailTexCoord : TEXCOORD0; // xy=base zw=detail
@@ -258,7 +262,11 @@ float4 main( PS_INPUT i ) : COLOR
[flatten]
#endif
#if ( PHONG_USE_EXPONENT_FACTOR )
fSpecExp = ( 1.0f + g_EyePos_SpecExponent.w * vSpecExpMap.r );
#else
fSpecExp = (g_EyePos_SpecExponent.w >= 0.0) ? g_EyePos_SpecExponent.w : (1.0f + 149.0f * vSpecExpMap.r);
#endif
// If constant tint is negative, tint with albedo, based upon scalar tint map
#if defined( _X360 )
@@ -286,15 +294,17 @@ float4 main( PS_INPUT i ) : COLOR
}
else
{
float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToTexture );
#if FLASHLIGHT
float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToTexture );
DoSpecularFlashlight( g_FlashlightPos, vWorldPos, flashlightSpacePosition, worldSpaceNormal,
g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w,
FlashlightSampler, ShadowDepthSampler, NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, vProjPos.xy / vProjPos.z,
fSpecExp, vEyeDir, bDoSpecularWarp, SpecularWarpSampler, fFresnelRanges, g_EnvmapTint_ShadowTweaks,
DoSpecularFlashlight( g_FlashlightPos, vWorldPos, flashlightSpacePosition, worldSpaceNormal,
g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w,
FlashlightSampler, ShadowDepthSampler, NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, vProjPos.xy / vProjPos.z,
fSpecExp, vEyeDir, bDoSpecularWarp, SpecularWarpSampler, fFresnelRanges, g_EnvmapTint_ShadowTweaks,
// These two values are output
diffuseLighting, specularLighting );
// These two values are output
diffuseLighting, specularLighting );
#endif
}
// If we didn't already apply Fresnel to specular warp, modulate the specular