hl2_src-leak-2017/src/materialsystem/stdshaders/showz_ps2x.fxc

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// STATIC: "DEPTH_IN_ALPHA" "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"
const float4 g_Parameters : register( c0 );
sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map
float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR
{
float fDepth = 0;
# if (DEPTH_IN_ALPHA == 1)
{
fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a;
}
# else
{
# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b
{
fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r;
}
# endif
}
# endif
fDepth = pow( fDepth, g_Parameters.x );
return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}