//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // DYNAMIC: "PIXELFOGTYPE" "0..1" #include "common_ps_fxc.h" #include "shader_constant_register_map.h" sampler TexSampler : register( s0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog float4 fogFactorW : COLOR1; #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches HALF2 detailTexCoord : TEXCOORD1; float4 color : TEXCOORD2; float3 worldVertToEyeVector : TEXCOORD3; float3 worldSpaceNormal : TEXCOORD4; float4 vProjPos : TEXCOORD6; #endif }; float4 main( PS_INPUT i ) : COLOR { float4 result = tex2D( TexSampler, i.baseTexCoord ); float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); // Since we're blending with a mod2x, we need to compensate with this hack // NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem // a little transparent, but it's better than not doing this fogFactor = pow( saturate( fogFactor ), 0.4f ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ); }