// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #define HDRTYPE HDR_TYPE_NONE #define HDRENABLED 0 #include "common_ps_fxc.h" sampler AlbedoSampler : register( s0 ); sampler NormalSampler : register( s1 ); sampler PositionSampler : register( s2 ); sampler AccBuf_In : register( s3 ); float4 EyePosition : register (c10); float4 Light_origin : register( c0 ); #define INNER_COS (Light_origin.w) #define OUTER_COS (Light_dir.w) float4 Light_dir : register( c1 ); float4 Light_attn : register (c2); #define QUADRATIC_ATTN (Light_attn.x) #define LINEAR_ATTN (Light_attn.y) #define CONSTANT_ATTN (Light_attn.z) #define SCALE_FACTOR (Light_attn.w) float3 Light_color: register(c3); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; float Lerp5(float f1, float f2, float i1, float i2, float x) { return f1+(f2-f1)*(x-i1)/(i2-i1); } float4 main( PS_INPUT i ) : COLOR { float4 normal=tex2D( NormalSampler, i.texCoord ); float4 albedo=tex2D( AlbedoSampler, i.texCoord ); float4 pos=tex2D( PositionSampler, i.texCoord ); float3 old_acc=tex2D( AccBuf_In, i.texCoord ); // pos.xyz+=EyePosition.xyz; float3 ldir=Light_origin.xyz-pos.xyz; float dist=sqrt(dot(ldir,ldir)); ldir=normalize(ldir); float spot_dot=dot(ldir,-Light_dir); float3 ret=Light_color*0.09*albedo.xyz; // ambient float dist_falloff=(SCALE_FACTOR/(QUADRATIC_ATTN*dist*dist+LINEAR_ATTN*dist+CONSTANT_ATTN)); if (spot_dot>OUTER_COS) { float falloff=1; if (spot_dot