hl2_src-leak-2017/src/materialsystem/stdshaders/vertexlit_and_unlit_generic...

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//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======//
//
//=============================================================================//
// STATIC: "DETAILTEXTURE" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "DIFFUSELIGHTING" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "SELFILLUM_ENVMAPMASK_ALPHA" "0..1"
// STATIC: "DETAIL_BLEND_MODE" "0..9"
// STATIC: "SEAMLESS_BASE" "0..1"
// STATIC: "SEAMLESS_DETAIL" "0..1"
// STATIC: "DISTANCEALPHA" "0..1"
// STATIC: "DISTANCEALPHAFROMDETAIL" "0..1"
// STATIC: "SOFT_MASK" "0..1"
// STATIC: "OUTLINE" "0..1"
// STATIC: "OUTER_GLOW" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// STATIC: "DEPTHBLEND" "0..1" [ps20b] [ps30]
// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
// STATIC: "SRGB_INPUT_ADAPTER" "0..1" [ps20b]
// STATIC: "CUBEMAP_SPHERE_LEGACY" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1" [ps20b] [ps30]
// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..0" [ps20]
// DYNAMIC: "DEBUG_LUXELS" "0..1" [ps20b] [ps30]
// detail blend mode 6 = ps20b only
// SKIP: $DETAIL_BLEND_MODE == 6 [ps20]
// SKIP: ($DETAILTEXTURE == 0 ) && ( $DETAIL_BLEND_MODE != 0 )
// SKIP: ($DETAILTEXTURE == 0 ) && ( $SEAMLESS_DETAIL )
// SKIP: ($ENVMAPMASK || $SELFILLUM_ENVMAPMASK_ALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
// SKIP: $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA
// SKIP: $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK)
// SKIP: $ENVMAPMASK && ($FLASHLIGHT || $FLASHLIGHTSHADOWS) [PC]
// SKIP: $BASEALPHAENVMAPMASK && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
// SKIP: ($DISTANCEALPHA == 0) && ($DISTANCEALPHAFROMDETAIL || $SOFT_MASK || $OUTLINE || $OUTER_GLOW)
// SKIP: ($DETAILTEXTURE == 0) && ($DISTANCEALPHAFROMDETAIL)
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
// Flashlight shadow filter mode is irrelevant if there is no flashlight
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
// DISTANCEALPHA-related skips
// SKIP: ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA )
// SKIP: ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP || $LIGHTING_PREVIEW )
// SKIP: ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS || $SRGB_INPUT_ADAPTER )
// SKIP: $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER
// SKIP: $SEAMLESS_BASE && ($BLENDTINTBYBASEALPHA )
// BlendTintByBaseAlpha is incompatible with other interpretations of alpha
// SKIP: ($BLENDTINTBYBASEALPHA) && ($SELFILLUM || (($DISTANCEALPHA) && ($DISTANCEALPHAFROMDETAIL == 0)) || $BASEALPHAENVMAPMASK)
// Only _XBOX allows flashlight and cubemap in the current implementation
// SKIP: $FLASHLIGHT && $CUBEMAP [PC]
// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
// Debugging luxels only makes sense if we have lightmaps on this geometry.
// SKIP: ($STATIC_LIGHT_LIGHTMAP == 0) && ($DEBUG_LUXELS == 1)
#include "common_flashlight_fxc.h"
#include "common_vertexlitgeneric_dx9.h"
const float4 g_EnvmapTint_TintReplaceFactor : register( c0 );
const float4 g_DiffuseModulation : register( c1 );
const float4 g_EnvmapContrast_ShadowTweaks : register( c2 );
const float4 g_EnvmapSaturation_SelfIllumMask : register( c3 );
const float4 g_SelfIllumTint_and_BlendFactor : register( c4 );
const float4 g_ShaderControls : register( c12 );
const float4 g_DepthFeatheringConstants : register( c13 );
const float4 g_EyePos : register( c20 );
const float4 g_FogParams : register( c21 );
#define g_SelfIllumTint g_SelfIllumTint_and_BlendFactor.xyz
#define g_DetailBlendFactor g_SelfIllumTint_and_BlendFactor.w
#define g_EnvmapSaturation g_EnvmapSaturation_SelfIllumMask.xyz
#define g_SelfIllumMaskControl g_EnvmapSaturation_SelfIllumMask.w
const float4 g_FlashlightAttenuationFactors : register( c22 );
const HALF3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
sampler BaseTextureSampler : register( s0 );
sampler EnvmapSampler : register( s1 );
sampler DetailSampler : register( s2 );
sampler EnvmapMaskSampler : register( s4 );
sampler RandRotSampler : register( s6 ); // RandomRotation sampler
sampler FlashlightSampler : register( s7 );
sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler
sampler DepthSampler : register( s10 ); //depth buffer sampler for depth blending
sampler SelfIllumMaskSampler : register( s11 ); // selfillummask
sampler LightMapSampler : register( s12 );
struct PS_INPUT
{
#if SEAMLESS_BASE
HALF3 baseTexCoord : TEXCOORD0; // Base texture coordinate
#else
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
#endif
#if SEAMLESS_DETAIL
HALF3 detailTexCoord : TEXCOORD1; // Seamless texture coordinate
#else
HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
#endif
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for reflection
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
#if defined ( _X360 )
#if FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD5;
#endif
#endif
float4 projPos : TEXCOORD6;
float4 worldPos_projPosZ : TEXCOORD7;
float4 fogFactorW : COLOR1;
#if SEAMLESS_BASE || SEAMLESS_DETAIL
float3 SeamlessWeights : COLOR0; // x y z projection weights
#endif
};
const float4 g_GlowParameters : register( c5 );
const float4 g_GlowColor : register( c6 );
#define GLOW_UV_OFFSET g_GlowParameters.xy
#define OUTER_GLOW_MIN_DVALUE g_GlowParameters.z
#define OUTER_GLOW_MAX_DVALUE g_GlowParameters.w
#define OUTER_GLOW_COLOR g_GlowColor
#define g_fPixelFogType g_ShaderControls.x
#define g_fWriteDepthToAlpha g_ShaderControls.y
#define g_fWriteWaterFogToDestAlpha g_ShaderControls.z
#define g_fVertexAlpha g_ShaderControls.w
const float4 g_DistanceAlphaParams : register( c7 );
#define SOFT_MASK_MAX g_DistanceAlphaParams.x
#define SOFT_MASK_MIN g_DistanceAlphaParams.y
const float4 g_OutlineColor : register( c8 );
#define OUTLINE_COLOR g_OutlineColor
const float4 g_OutlineParams : register( c9 );
// these are ordered this way for optimal ps20 swizzling
#define OUTLINE_MIN_VALUE0 g_OutlineParams.x
#define OUTLINE_MAX_VALUE1 g_OutlineParams.y
#define OUTLINE_MAX_VALUE0 g_OutlineParams.z
#define OUTLINE_MIN_VALUE1 g_OutlineParams.w
#if DETAILTEXTURE
const float3 g_DetailTint : register( c10 );
#endif
#if DEBUG_LUXELS
const float4 g_LuxelScale : register( c11 );
#endif
// Calculate unified fog
float CalcPixelFogFactorConst( float fPixelFogType, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ )
{
float flDepthBelowWater = fPixelFogType*fogParams.y - flWorldPosZ; // above water = negative, below water = positive
float flDepthBelowEye = fPixelFogType*flEyePosZ - flWorldPosZ; // above eye = negative, below eye = positive
// if fPixelFogType == 0, then flDepthBelowWater == flDepthBelowEye and frac will be 1
float frac = (flDepthBelowEye == 0) ? 1 : saturate(flDepthBelowWater/flDepthBelowEye);
return saturate( min(fogParams.z, flProjPosZ * fogParams.w * frac - fogParams.x) );
}
// Blend both types of Fog and lerp to get result
float3 BlendPixelFogConst( const float3 vShaderColor, float pixelFogFactor, const float3 vFogColor, float fPixelFogType )
{
//float3 fRangeResult = lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor * pixelFogFactor ); //squaring the factor will get the middle range mixing closer to hardware fog
//float3 fHeightResult = lerp( vShaderColor.rgb, vFogColor.rgb, saturate( pixelFogFactor ) );
//return lerp( fRangeResult, fHeightResult, fPixelFogType );
pixelFogFactor = lerp( pixelFogFactor*pixelFogFactor, pixelFogFactor, fPixelFogType );
return lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor );
}
float4 FinalOutputConst( const float4 vShaderColor, float pixelFogFactor, float fPixelFogType, const int iTONEMAP_SCALE_TYPE, float fWriteDepthToDestAlpha, const float flProjZ )
{
float4 result = vShaderColor;
if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_LINEAR )
{
result.rgb *= LINEAR_LIGHT_SCALE;
}
else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_GAMMA )
{
result.rgb *= GAMMA_LIGHT_SCALE;
}
result.a = lerp( result.a, DepthToDestAlpha( flProjZ ), fWriteDepthToDestAlpha );
result.rgb = BlendPixelFogConst( result.rgb, pixelFogFactor, g_LinearFogColor.rgb, fPixelFogType );
result.rgb = SRGBOutput( result.rgb ); //SRGB in pixel shader conversion
return result;
}
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
#else
float4 main( PS_INPUT i ) : COLOR
#endif
{
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bCubemap = CUBEMAP ? true : false;
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
bool bHasNormal = bCubemap || bDiffuseLighting;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
bool bVertexColor = VERTEXCOLOR ? true : false;
bool bFlashlight = FLASHLIGHT ? true : false;
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
#if SEAMLESS_BASE
baseColor =
i.SeamlessWeights.x * tex2D( BaseTextureSampler, i.baseTexCoord.yz )+
i.SeamlessWeights.y * tex2D( BaseTextureSampler, i.baseTexCoord.zx )+
i.SeamlessWeights.z * tex2D( BaseTextureSampler, i.baseTexCoord.xy );
#else
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
#if SRGB_INPUT_ADAPTER
baseColor.rgb = GammaToLinear( baseColor.rgb );
#endif
#endif // !SEAMLESS_BASE
#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 0)
float distAlphaMask = baseColor.a;
#endif
#if DETAILTEXTURE
#if SEAMLESS_DETAIL
float4 detailColor =
i.SeamlessWeights.x * tex2D( DetailSampler, i.detailTexCoord.yz )+
i.SeamlessWeights.y * tex2D( DetailSampler, i.detailTexCoord.zx )+
i.SeamlessWeights.z * tex2D( DetailSampler, i.detailTexCoord.xy );
#else
float4 detailColor = tex2D( DetailSampler, i.detailTexCoord.xy );
#endif
detailColor.rgb *= g_DetailTint;
#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 1)
float distAlphaMask = detailColor.a;
detailColor.a = 1.0; // make tcombine treat as 1.0
#endif
baseColor =
TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
#endif
#if DISTANCEALPHA
// now, do all distance alpha effects
//if ( OUTLINE && ( distAlphaMask >= OUTLINE_MIN_VALUE0 ) && ( distAlphaMask <= OUTLINE_MAX_VALUE1 ) )
//{
// float oFactor=1.0;
// if ( distAlphaMask <= OUTLINE_MIN_VALUE1 )
// {
// oFactor=smoothstep( OUTLINE_MIN_VALUE0, OUTLINE_MIN_VALUE1, distAlphaMask );
// }
// else
// {
// oFactor=smoothstep( OUTLINE_MAX_VALUE1, OUTLINE_MAX_VALUE0, distAlphaMask );
// }
// baseColor = lerp( baseColor, OUTLINE_COLOR, oFactor );
//}
if ( OUTLINE )
{
float4 oFactors = smoothstep(g_OutlineParams.xyzw, g_OutlineParams.wzyx, distAlphaMask );
baseColor = lerp( baseColor, g_OutlineColor, oFactors.x * oFactors.y );
}
float mskUsed;
if ( SOFT_MASK )
{
mskUsed = smoothstep( SOFT_MASK_MIN, SOFT_MASK_MAX, distAlphaMask );
baseColor.a *= mskUsed;
}
else
{
mskUsed = distAlphaMask >= 0.5;
if (DETAILTEXTURE )
baseColor.a *= mskUsed;
else
baseColor.a = mskUsed;
}
if ( OUTER_GLOW )
{
#if DISTANCEALPHAFROMDETAIL
float4 glowTexel = tex2D( DetailSampler, i.detailTexCoord.xy+GLOW_UV_OFFSET );
#else
float4 glowTexel = tex2D( BaseTextureSampler, i.baseTexCoord.xy+GLOW_UV_OFFSET );
#endif
float4 glowc = OUTER_GLOW_COLOR*smoothstep( OUTER_GLOW_MIN_DVALUE, OUTER_GLOW_MAX_DVALUE, glowTexel.a );
baseColor = lerp( glowc, baseColor, mskUsed );
}
#endif // DISTANCEALPHA
float3 specularFactor = 1.0f;
float4 envmapMaskTexel;
if( bEnvmapMask )
{
envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord.xy );
specularFactor *= envmapMaskTexel.xyz;
}
if( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0 - baseColor.a; // this blows!
}
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
if( bDiffuseLighting || bVertexColor )
{
diffuseLighting = i.color.rgb;
}
#if STATIC_LIGHT_LIGHTMAP
// This matches the behavior of vertex lighting, which multiplies by cOverbright (which is not accessible here)
// And converts from Gamma space to Linear space before being used.
float2 lightmapTexCoords = i.baseTexCoord.xy;
#if DEBUG_LUXELS
lightmapTexCoords.xy *= g_LuxelScale.xy;
#endif
float3 f3LightmapColor = GammaToLinear( 2.0f * tex2D( LightMapSampler, lightmapTexCoords ).rgb );
diffuseLighting = f3LightmapColor;
#endif
float3 albedo = baseColor;
if (bBlendTintByBaseAlpha)
{
float3 tintedColor = albedo * g_DiffuseModulation.rgb;
tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_EnvmapTint_TintReplaceFactor.w);
albedo = lerp(albedo, tintedColor, baseColor.a);
}
else
{
albedo = albedo * g_DiffuseModulation.rgb;
}
float alpha = g_DiffuseModulation.a;
if ( !bBaseAlphaEnvmapMask && !bSelfIllum && !bBlendTintByBaseAlpha )
{
alpha *= baseColor.a;
}
if( bFlashlight )
{
int nShadowSampleLevel = 0;
bool bDoShadows = false;
// On ps_2_b, we can do shadow mapping
#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) )
nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE;
bDoShadows = true;
#endif
#if defined ( _X360 )
float4 flashlightSpacePosition = i.flashlightSpacePos;
#else
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
#endif
// We want the N.L to happen on the flashlight pass, but can't afford it on ps20
bool bUseWorldNormal = true;
#if ( defined( SHADER_MODEL_PS_2_0 ) && ( DETAILTEXTURE ) )
bUseWorldNormal = false;
#endif
float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
i.worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
RandRotSampler, nShadowSampleLevel, bDoShadows, false, i.projPos.xy / i.projPos.w, false, g_EnvmapContrast_ShadowTweaks, bUseWorldNormal );
#if defined ( _X360 )
diffuseLighting += flashlightColor;
#else
diffuseLighting = flashlightColor;
#endif
}
if( bVertexColor && bDiffuseLighting )
{
albedo *= i.color.rgb;
}
alpha = lerp( alpha, alpha * i.color.a, g_fVertexAlpha );
float3 diffuseComponent = albedo * diffuseLighting;
#if DETAILTEXTURE
diffuseComponent =
TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
#endif
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
#if !FLASHLIGHT || defined ( _X360 )
#if SELFILLUM_ENVMAPMASK_ALPHA
// range of alpha:
// 0 - 0.125 = lerp(diffuse,selfillum,alpha*8)
// 0.125-1.0 = selfillum*(1+alpha-0.125)*8 (over bright glows)
HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
half Adj_Alpha=8*envmapMaskTexel.a;
diffuseComponent=( max( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent;
#else
if ( bSelfIllum )
{
float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoord.xy );
vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl );
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint * albedo, vSelfIllumMask );
}
#endif
if( bCubemap )
{
#if CUBEMAP_SPHERE_LEGACY
HALF3 reflectVect = normalize(CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.xyz ));
specularLighting = 0.5 * tex2D( EnvmapSampler, float2(reflectVect.x, reflectVect.y) ) * g_DiffuseModulation.rgb * diffuseLighting;
#else
HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.xyz );
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint_TintReplaceFactor.rgb;
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast_ShadowTweaks );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
#endif
}
#endif
HALF3 result = diffuseComponent + specularLighting;
#if LIGHTING_PREVIEW
# if LIGHTING_PREVIEW == 1
float dotprod=0.7+0.25*dot(i.worldSpaceNormal,normalize(float3(1,2,-.5)));
return FinalOutput( float4( dotprod*albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
# else
LPREVIEW_PS_OUT ret;
ret.flags=float4(1,1,1,1);
ret.color=float4( albedo.xyz, alpha );
ret.normal=float4(i.worldSpaceNormal,alpha);
ret.position=float4(i.worldPos_projPosZ.xyz, alpha);
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
# endif
#else
# if (DEPTHBLEND == 1)
{
float2 vScreenPos;
vScreenPos.x = i.projPos.x;
vScreenPos.y = -i.projPos.y;
vScreenPos = (vScreenPos + i.projPos.w) * 0.5f;
alpha *= DepthFeathering( DepthSampler, vScreenPos / i.projPos.w, i.projPos.w - i.projPos.z, i.projPos.w, g_DepthFeatheringConstants );
}
# endif
#if defined( SHADER_MODEL_PS_2_0 )
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.projPos.z );
#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha );
#endif
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, i.projPos.z );
#else // 2b or higher
float fogFactor = CalcPixelFogFactorConst( g_fPixelFogType, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.projPos.z );
alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha ); // Use the fog factor if it's height fog
return FinalOutputConst( float4( result.rgb, alpha ), fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, i.projPos.z );
#endif
#endif
}