//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= // 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 EnvmapSampler : register( s0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { HALF4 color; color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector ); color.a = 1.0f; color *= i.vertexColor; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }