initial
This commit is contained in:
45
materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc
Normal file
45
materialsystem/stdshaders/WorldVertexTransition_ps2x.fxc
Normal file
@ -0,0 +1,45 @@
|
||||
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
|
||||
|
||||
// STATIC: "MACROS" "0..1"
|
||||
|
||||
#define HDRTYPE HDR_TYPE_NONE
|
||||
#include "common_ps_fxc.h"
|
||||
|
||||
sampler BaseSampler : register( s0 );
|
||||
// NOTE: LightmapSampler is at the same place as the lightmap sampler in lightmappedgeneric so that we have
|
||||
// generally the same texture state here.
|
||||
sampler LightmapSampler: register( s1 );
|
||||
sampler BaseSampler2: register( s2 );
|
||||
sampler LightmapAlphaSampler: register( s3 );
|
||||
sampler MacrosSampler: register( s4 );
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float2 baseCoord : TEXCOORD0;
|
||||
float2 baseCoord2 : TEXCOORD1;
|
||||
float2 lightmapCoord : TEXCOORD2_centroid;
|
||||
float2 macrosCoord : TEXCOORD3;
|
||||
};
|
||||
|
||||
float4 main( PS_INPUT i ) : COLOR
|
||||
{
|
||||
bool bMacros = MACROS ? true : false;
|
||||
|
||||
float4 base = tex2D( BaseSampler, i.baseCoord );
|
||||
float4 base2 = tex2D( BaseSampler2, i.baseCoord2 );
|
||||
|
||||
float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
|
||||
float blendFactor = lightmap.a;
|
||||
|
||||
float4 color = 2.0f * lightmap * lerp( base2, base, blendFactor );
|
||||
if( bMacros )
|
||||
{
|
||||
float4 macros = tex2D( MacrosSampler, i.macrosCoord );
|
||||
|
||||
// Not sure what to do with macro alpha
|
||||
color.rgb *= 2.0f * lerp( macros.a, macros.b, blendFactor );
|
||||
}
|
||||
|
||||
return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
}
|
||||
|
Reference in New Issue
Block a user