hl2_src-leak-2017/src/materialsystem/stdshaders/portal_refract_ps11.fxc

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//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
// STATIC: "STAGE" "0..2"
#include "common_ps_fxc.h"
sampler g_tPortalColorSampler : register( s0 );
sampler g_tPortalMaskSampler : register( s1 );
const float3 g_vConst1 : register( c1 );
#define g_flPortalOpenAmount g_vConst1.x
#define g_flPortalActive g_vConst1.y
#define g_flPortalColorScale g_vConst1.z
struct PS_INPUT
{
float2 vUv0 : TEXCOORD0;
float2 vUv1 : TEXCOORD1;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 result;
result.rgba = tex2D( g_tPortalColorSampler, i.vUv0.xy );
result.rgb *= g_flPortalColorScale + g_flPortalColorScale + g_flPortalColorScale + g_flPortalColorScale; // This is divided by 4 in C code
#if ( STAGE == 2 ) // Color layer
result.a += tex2D( g_tPortalMaskSampler, i.vUv1.xy ).a * ( 1.0f - g_flPortalActive );
#endif
return result;
}