// DYNAMIC: "PIXELFOGTYPE" "0..1" // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "common_ps_fxc.h" #include "shader_constant_register_map.h" sampler BaseTextureSampler : register( s0 ); sampler LightMap0Sampler : register( s1 ); sampler LightMap1Sampler : register( s2 ); sampler LightMap2Sampler : register( s3 ); const float4 g_LightMap0Color : register( c0 ); const float4 g_LightMap1Color : register( c1 ); const float4 g_LightMap2Color : register( c2 ); const float4 g_ModulationColor : register( c3 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog float4 vColor : COLOR0; }; float4 main( PS_INPUT i ) : COLOR { float4 resultColor; // output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + // lightmapColor[1] * ( ( N dot basis[1] )^2 ) + // lightmapColor[2] * ( ( N dot basis[2] )^2 ) + resultColor = tex2D( LightMap0Sampler, i.vTexCoord1 ) * g_LightMap0Color; resultColor = (tex2D( LightMap1Sampler, i.vTexCoord2 ) * g_LightMap1Color) + resultColor; resultColor = (tex2D( LightMap2Sampler, i.vTexCoord3 ) * g_LightMap2Color) + resultColor; // Modulate by decal texture float4 decalColor = tex2D( BaseTextureSampler, i.vTexCoord0 ); resultColor.rgb = resultColor * decalColor; resultColor.a = decalColor.a; // Modulate by constant color resultColor = resultColor * g_ModulationColor; // Modulate by per-vertex factor resultColor = resultColor * i.vColor; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }