You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
64 lines
2.1 KiB
64 lines
2.1 KiB
5 years ago
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
||
|
|
||
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
||
|
|
||
|
#define HDRTYPE HDR_TYPE_NONE
|
||
|
#include "common_ps_fxc.h"
|
||
|
|
||
|
const HALF4 g_ShadowColor : register( c1 );
|
||
|
const HALF3 g_EyePos : register( c2 );
|
||
|
const HALF4 g_FogParams : register( c3 );
|
||
|
|
||
|
sampler ShadowSampler : register( s0 );
|
||
|
|
||
|
// CENTROID: TEXCOORD0
|
||
|
// CENTROID: TEXCOORD1
|
||
|
// CENTROID: TEXCOORD2
|
||
|
// CENTROID: TEXCOORD3
|
||
|
// CENTROID: TEXCOORD4
|
||
|
struct PS_INPUT
|
||
|
{
|
||
|
float2 texCoord0 : TEXCOORD0;
|
||
|
float2 texCoord1 : TEXCOORD1;
|
||
|
float2 texCoord2 : TEXCOORD2;
|
||
|
float2 texCoord3 : TEXCOORD3;
|
||
|
float2 texCoord4 : TEXCOORD4;
|
||
|
HALF4 worldPos_projPosZ : TEXCOORD5;
|
||
|
HALF4 shadowColor : COLOR0;
|
||
|
HALF4 fogFactorW : COLOR1;
|
||
|
};
|
||
|
|
||
|
float4 main( PS_INPUT i ) : COLOR
|
||
|
{
|
||
|
HALF4 samples[5];
|
||
|
samples[0] = tex2D( ShadowSampler, i.texCoord0 );
|
||
|
samples[1] = tex2D( ShadowSampler, i.texCoord1 );
|
||
|
samples[2] = tex2D( ShadowSampler, i.texCoord2 );
|
||
|
samples[3] = tex2D( ShadowSampler, i.texCoord3 );
|
||
|
samples[4] = tex2D( ShadowSampler, i.texCoord4 );
|
||
|
|
||
|
// Interpolate between a bunch of jittered shadow samples.
|
||
|
HALF shadowCoverage = (samples[0].a + samples[1].a + samples[2].a + samples[3].a + samples[4].a) * 0.2;
|
||
|
|
||
|
// To accomplish shadow fading, subtract vertex alpha from texture alpha
|
||
|
shadowCoverage = saturate( shadowCoverage - i.shadowColor.a );
|
||
|
|
||
|
// Blend between white and the constant color...
|
||
|
// return lerp( 1.0-shadowCoverage, 1.0, g_ShadowColor );
|
||
|
|
||
|
// this is equivalent, and saves an instruction
|
||
|
HALF4 result = shadowCoverage*g_ShadowColor - shadowCoverage;
|
||
|
result = 1.0 + result;
|
||
|
|
||
|
float alpha = 1.0f;
|
||
|
|
||
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
||
|
|
||
|
// Apply fog here to compensate for our srcColor*dstColor alpha blend into already fogged pixels
|
||
|
result.rgb = 1.0f - ( ( 1.0f - result.rgb ) * pow( ( 1.0f - fogFactor ), 4.0f ) );
|
||
|
|
||
|
// Call FinalOutput without fog!
|
||
|
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||
|
}
|