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88 lines
2.3 KiB
88 lines
2.3 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: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// DYNAMIC: "ADDSTATIC" "0..1"
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// DYNAMIC: "HDRENABLED" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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sampler PortalSampler : register( s0 );
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#if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
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sampler SecondarySampler : register( s1 );
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
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sampler TertiarySampler : register( s2 );
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# endif
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#endif
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struct PS_INPUT
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{
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float3 vPortalTexCoord : TEXCOORD0;
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# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
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float2 vSecondaryTexCoord : TEXCOORD1;
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
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float2 vTertiaryTexCoord : TEXCOORD2;
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# endif
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# endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF4 result;
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result.rgb = tex2D(PortalSampler, i.vPortalTexCoord.xy / i.vPortalTexCoord.z ).rgb;
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//mix in static
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# if( ADDSTATIC == 1 )
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{
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result.rgb *= g_StaticAmount.y; //inverse static on original colors
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# if( HASSTATICTEXTURE == 1 )
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{
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# if( HASALPHAMASK == 1 )
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result.rgb += tex2D(TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static
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# else
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result.rgb += tex2D(SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static
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# endif
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}
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# else
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{
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result.rgb += g_StaticAmount.x * 0.25; //mix in gray
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}
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# endif
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}
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# endif
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# if( HASALPHAMASK == 1 )
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{
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//alpha mask
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result.a = tex2D(SecondarySampler, i.vSecondaryTexCoord ).a;
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}
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# else
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{
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result.a = 1;
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}
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# endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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