69 lines
2.7 KiB
Plaintext
69 lines
2.7 KiB
Plaintext
//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
|
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
|
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|
|
|
#include "common_ps_fxc.h"
|
|
#include "shader_constant_register_map.h"
|
|
|
|
sampler BaseTextureSampler : register( s0 );
|
|
sampler IrisSampler : register( s1 );
|
|
sampler GlintSampler : register( s2 );
|
|
const float4 cEyeScalars : register( c0 ); // { Dilation, ambient, x, x }
|
|
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 baseTexCoord : TEXCOORD0;
|
|
float2 irisTexCoord : TEXCOORD1;
|
|
float2 glintTexCoord : TEXCOORD2;
|
|
float3 vertAtten : TEXCOORD3;
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
};
|
|
|
|
#define fDilationFactor cEyeScalars.x
|
|
#define fGlintDamping cEyeScalars.y
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
|
|
float4 glintSample = tex2D( GlintSampler, i.glintTexCoord );
|
|
/*
|
|
// Dilate the pupil/iris texture (1 is max dilation, 0 is none)
|
|
float2 biasedCoords = i.irisTexCoord * 2.0f - 1.0f; // -1 to +1 range
|
|
float fDilatability = saturate(0.8f - sqrt(dot(biasedCoords, biasedCoords) )); // 1 in the center, fading out to 0 at 0.8 from center, since irises are inset into maps
|
|
float2 scaledCoords = biasedCoords * (1 + fDilatability); // Maximal dilation
|
|
|
|
// Blend undilated and maximally dilated based upon dilation factor
|
|
float2 dilatedCoords = lerp( scaledCoords, biasedCoords, 1.0f-saturate(cDilationFactor.x));
|
|
dilatedCoords = dilatedCoords * 0.5f + 0.5f; // Back to 0..1 range
|
|
*/
|
|
|
|
float4 irisSample = tex2D( IrisSampler, i.irisTexCoord ); // Sample the iris map using dilated coordinates
|
|
|
|
float4 result;
|
|
result.rgb = lerp( baseSample.rgb, irisSample.rgb, irisSample.a );
|
|
result.rgb *= i.vertAtten;
|
|
result.rgb += glintSample.rgb * fGlintDamping;
|
|
result.a = baseSample.a;
|
|
|
|
bool bWriteDepthToAlpha = false;
|
|
|
|
// ps_2_b and beyond
|
|
#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0))
|
|
bWriteDepthToAlpha = WRITE_DEPTH_TO_DESTALPHA != 0;
|
|
#endif
|
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w );
|
|
}
|