hl2_src-leak-2017/src/materialsystem/stdshaders/teeth_flashlight_ps2x.fxc

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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
#include "common_flashlight_fxc.h"
#include "shader_constant_register_map.h"
sampler BaseTextureSampler : register( s0 );
sampler SpotSampler : register( s1 );
sampler FlashlightDepthSampler : register( s2 );
sampler RandomRotationSampler : register( s3 );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float3 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
const float4 g_FlashlightAtten : register( PSREG_FLASHLIGHT_ATTENUATION );
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0; // Base texture coordinates
float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
float4 projPos : TEXCOORD3; // Projective space position
float3 worldPos : TEXCOORD4; // Necessary for pixel fog
};
float4 main( PS_INPUT i ) : COLOR
{
#if defined( SHADER_MODEL_PS_2_0 )
float3 result = tex2Dproj( SpotSampler, i.spotTexCoord.xyzw );
#else
float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
float3 result = tex2D( SpotSampler, vProjCoords );
#endif
result *= cFlashlightColor.rgb;
#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
result *= DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true );
#endif
result *= 0.35f; // Without this, unshadowed teeth always seem to glow
result *= i.vertAtten; // Distance atten, NdotL and forward vector
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
result *= baseSample.rgb; // Multiply by base map and diffuse
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
return FinalOutput( float4( result, baseSample.a ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}