This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
32 lines
1.1 KiB
Plaintext
32 lines
1.1 KiB
Plaintext
// ======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
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//
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// Run procedural glint generation inner loop in pixel shader (ps_2_0)
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//
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// =============================================================================
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struct PS_INPUT
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{
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float2 tc : TEXCOORD0; // Interpolated coordinate of current texel
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float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint
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float3 glintColor : TEXCOORD2; // Uniform value of color of glint
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};
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float GlintGaussSpotCoefficient( float2 d )
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{
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return saturate( exp( -25.0f * dot(d, d) ) );
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float2 uv = i.tc - i.glintCenter; // This texel relative to glint center
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float intensity = GlintGaussSpotCoefficient( uv + float2(-0.25f, -0.25f) ) +
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GlintGaussSpotCoefficient( uv + float2( 0.25f, -0.25f) ) +
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5 * GlintGaussSpotCoefficient( uv ) +
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GlintGaussSpotCoefficient( uv + float2(-0.25f, 0.25f) ) +
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GlintGaussSpotCoefficient( uv + float2( 0.25f, 0.25f) );
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intensity *= 4.0f/9.0f;
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return float4( intensity * i.glintColor, 1.0f );
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} |