//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= // 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] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] #include "common_flashlight_fxc.h" #include "shader_constant_register_map.h" sampler BaseTextureSampler : register( s0 ); sampler SpotSampler : register( s1 ); sampler FlashlightDepthSampler : register( s2 ); sampler RandomRotationSampler : register( s3 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST ); const float4 g_FlashlightAtten : register( PSREG_FLASHLIGHT_ATTENUATION ); const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // Base texture coordinates float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates float3 vertAtten : TEXCOORD2; // Distance/spot attenuation float4 projPos : TEXCOORD3; // Projective space position float3 worldPos : TEXCOORD4; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { #if defined( SHADER_MODEL_PS_2_0 ) float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw ); #else float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w; float3 result = tex2D( SpotSampler, vProjCoords ); #endif result *= cFlashlightColor.rgb; #if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) ) result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true ); #endif result *= 0.35f; // Without this, unshadowed teeth always seem to glow result *= i.vertAtten; // Distance atten, NdotL and forward vector float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); result *= baseSample.rgb; // Multiply by base map and diffuse float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z ); return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }