hl2_src-leak-2017/src/materialsystem/stdshaders/shadow_ps2x.fxc

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// DYNAMIC: "PIXELFOGTYPE" "0..1"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
const HALF4 g_ShadowColor : register( c1 );
const HALF3 g_EyePos : register( c2 );
const HALF4 g_FogParams : register( c3 );
sampler ShadowSampler : register( s0 );
// CENTROID: TEXCOORD0
// CENTROID: TEXCOORD1
// CENTROID: TEXCOORD2
// CENTROID: TEXCOORD3
// CENTROID: TEXCOORD4
struct PS_INPUT
{
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
HALF4 worldPos_projPosZ : TEXCOORD5;
HALF4 shadowColor : COLOR0;
HALF4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
HALF4 samples[5];
samples[0] = tex2D( ShadowSampler, i.texCoord0 );
samples[1] = tex2D( ShadowSampler, i.texCoord1 );
samples[2] = tex2D( ShadowSampler, i.texCoord2 );
samples[3] = tex2D( ShadowSampler, i.texCoord3 );
samples[4] = tex2D( ShadowSampler, i.texCoord4 );
// Interpolate between a bunch of jittered shadow samples.
HALF shadowCoverage = (samples[0].a + samples[1].a + samples[2].a + samples[3].a + samples[4].a) * 0.2;
// To accomplish shadow fading, subtract vertex alpha from texture alpha
shadowCoverage = saturate( shadowCoverage - i.shadowColor.a );
// Blend between white and the constant color...
// return lerp( 1.0-shadowCoverage, 1.0, g_ShadowColor );
// this is equivalent, and saves an instruction
HALF4 result = shadowCoverage*g_ShadowColor - shadowCoverage;
result = 1.0 + result;
float alpha = 1.0f;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
// Apply fog here to compensate for our srcColor*dstColor alpha blend into already fogged pixels
result.rgb = 1.0f - ( ( 1.0f - result.rgb ) * pow( ( 1.0f - fogFactor ), 4.0f ) );
// Call FinalOutput without fog!
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}