hl2_src-leak-2017/src/materialsystem/stdshaders/water_ps2x.fxc

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "BASETEXTURE" "0..1"
// STATIC: "MULTITEXTURE" "0..1"
// STATIC: "REFLECT" "0..1"
// STATIC: "REFRACT" "0..1"
// STATIC: "ABOVEWATER" "0..1"
// STATIC: "BLURRY_REFRACT" "0..1" [ps20b]
// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2
// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// SKIP: $MULTITEXTURE && $BASETEXTURE
#if defined(SHADER_MODEL_PS_2_0)
# define BLURRY_REFRACT 0
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
#include "water_ps2x_helper.h"
sampler RefractSampler : register( s0 );
#if BASETEXTURE
sampler BaseTextureSampler : register( s1 );
#endif
sampler ReflectSampler : register( s2 );
#if BASETEXTURE
sampler LightmapSampler : register( s3 );
#endif
sampler NormalSampler : register( s4 );
const HALF4 vRefractTint : register( c1 );
const HALF4 vReflectTint : register( c4 );
const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
const HALF4 g_WaterFogColor : register( c6 );
const HALF4 g_WaterFogParams : register( c7 );
const float4 g_PixelFogParams : register( c8 );
#define g_WaterFogStart g_WaterFogParams.x
#define g_WaterFogEndMinusStart g_WaterFogParams.y
#define g_Reflect_OverBright g_WaterFogParams.z
struct PS_INPUT
{
float2 vBumpTexCoord : TEXCOORD0;
half3 vTangentEyeVect : TEXCOORD1;
float4 vReflectXY_vRefractYX : TEXCOORD2;
float W : TEXCOORD3;
float4 vProjPos : TEXCOORD4;
float screenCoord : TEXCOORD5;
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD6;
#endif
#if BASETEXTURE
// CENTROID: TEXCOORD6
HALF4 lightmapTexCoord1And2 : TEXCOORD6;
// CENTROID: TEXCOORD7
HALF4 lightmapTexCoord3 : TEXCOORD7;
#endif
float4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
DrawWater_params_t params;
params.vBumpTexCoord = i.vBumpTexCoord;
#if MULTITEXTURE
params.vExtraBumpTexCoord = i.vExtraBumpTexCoord;
#endif
params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX;
params.w = i.W;
params.vReflectRefractScale = g_ReflectRefractScale;
params.fReflectOverbright = g_Reflect_OverBright;
params.vReflectTint = vReflectTint;
params.vRefractTint = vRefractTint;
params.vTangentEyeVect = i.vTangentEyeVect;
params.waterFogColor = g_WaterFogColor;
#if BASETEXTURE
params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2;
params.lightmapTexCoord3 = i.lightmapTexCoord3;
#endif
params.vProjPos = i.vProjPos;
params.pixelFogParams = g_PixelFogParams;
params.fWaterFogStart = g_WaterFogStart;
params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart;
float4 result;
float fogFactor;
DrawWater( params,
// yay. . can't put sampler in a struct.
#if BASETEXTURE
BaseTextureSampler,
LightmapSampler,
#endif
NormalSampler, RefractSampler, ReflectSampler,
result, fogFactor );
return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
}