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44 lines
1.3 KiB
44 lines
1.3 KiB
5 years ago
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "PASS" "0..1"
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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// CENTROID: TEXCOORD1
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sampler BaseSampler : register( s0 );
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sampler LightmapSampler: register( s1 );
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sampler LightmapAlphaSampler: register( s2 );
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struct PS_INPUT
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{
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float2 baseCoord : TEXCOORD0;
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float2 lightmapCoord : TEXCOORD1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bAlphaPass = PASS ? true : false;
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float4 base = tex2D( BaseSampler, i.baseCoord );
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float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord );
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float4 alpha = tex2D( LightmapAlphaSampler, i.lightmapCoord );
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float4 color;
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base.a = dot( base, HALF3( HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f) ) );
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color = 2.0f * base * lightmap; // The 2x is for an assumed overbright 2 (it's always 2 on dx9)
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if( bAlphaPass )
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{
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// Don't care about color, just return pre-multiplied alpha
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return FinalOutput( float4( 0.0f, 0.0f, 1.0f, (1.0f - alpha.a) * color.a ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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else
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{
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return FinalOutput( float4( color.rgb, (1.0f - alpha.a) ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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}
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