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.
44 lines
1.3 KiB
Plaintext
44 lines
1.3 KiB
Plaintext
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "PASS" "0..1"
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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// CENTROID: TEXCOORD1
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sampler BaseSampler : register( s0 );
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sampler LightmapSampler: register( s1 );
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sampler LightmapAlphaSampler: register( s2 );
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struct PS_INPUT
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{
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float2 baseCoord : TEXCOORD0;
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float2 lightmapCoord : TEXCOORD1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bAlphaPass = PASS ? true : false;
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float4 base = tex2D( BaseSampler, i.baseCoord );
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float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
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float4 alpha = tex2D( LightmapAlphaSampler, i.lightmapCoord );
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float4 color;
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base.a = dot( base, HALF3( HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f) ) );
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color = 2.0f * base * lightmap; // The 2x is for an assumed overbright 2 (it's always 2 on dx9)
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if( bAlphaPass )
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{
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// Don't care about color, just return pre-multiplied alpha
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return FinalOutput( float4( 0.0f, 0.0f, 1.0f, (1.0f - alpha.a) * color.a ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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else
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{
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return FinalOutput( float4( color.rgb, (1.0f - alpha.a) ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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}
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