hl2_src-leak-2017/src/materialsystem/stdshaders/WorldVertexAlpha_ps2x.fxc

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "PASS" "0..1"
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
// CENTROID: TEXCOORD1
sampler BaseSampler : register( s0 );
sampler LightmapSampler: register( s1 );
sampler LightmapAlphaSampler: register( s2 );
struct PS_INPUT
{
float2 baseCoord : TEXCOORD0;
float2 lightmapCoord : TEXCOORD1;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bAlphaPass = PASS ? true : false;
float4 base = tex2D( BaseSampler, i.baseCoord );
float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
float4 alpha = tex2D( LightmapAlphaSampler, i.lightmapCoord );
float4 color;
base.a = dot( base, HALF3( HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f) ) );
color = 2.0f * base * lightmap; // The 2x is for an assumed overbright 2 (it's always 2 on dx9)
if( bAlphaPass )
{
// Don't care about color, just return pre-multiplied alpha
return FinalOutput( float4( 0.0f, 0.0f, 1.0f, (1.0f - alpha.a) * color.a ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
else
{
return FinalOutput( float4( color.rgb, (1.0f - alpha.a) ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
}