// DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC] // DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif #include "common_ps_fxc.h" #include "shader_constant_register_map.h" const HALF4 g_DiffuseModulation : register( c1 ); #if !FLASHLIGHT // we don't use these with HDR. const HALF3 g_EnvmapContrast : register( c2 ); const HALF3 g_EnvmapSaturation : register( c3 ); #endif const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FlashlightAttenuationFactors : register( c22 ); const HALF3 g_FlashlightPos : register( c23 ); const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 sampler BaseTextureSampler : register( s0 ); sampler BaseTextureSampler2 : register( s1 ); struct PS_INPUT { float4 projPos : POSITION; // Projection-space position HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha float4 fogFactorW : COLOR1; #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float4 vColor : COLOR0; #endif }; #if LIGHTING_PREVIEW == 2 LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR #else float4 main( PS_INPUT i ) : COLOR #endif { #if LIGHTING_PREVIEW # if LIGHTING_PREVIEW == 1 return FinalOutput( float4( 0.0f, 0.0f, 0.0f, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); # else LPREVIEW_PS_OUT ret; float alpha = 1.0f; ret.flags=float4(1,1,1,1); ret.color=float4( 0.0f, 0.0f, 0.0f, alpha ); ret.normal=float4( 0.0f, 0.0f, 1.0f, 1.0f ); ret.position=float4( i.worldPos_projPosZ.xyz, alpha ); return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); # endif #else HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); HALF4 baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord2.xy ); HALF4 result = baseColor * baseColor2 * g_DiffuseModulation; float alpha = 1.0f; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); #endif }