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122 lines
3.3 KiB
122 lines
3.3 KiB
5 years ago
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// STATIC: "MAXTEXTURESTAGES" "0..2"
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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: "PIXELFOGTYPE" "0..1"
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// When max texture stages is less than 2, we go into multipass mode, but without a static texture, we consolidate back to a single pass by using gray as static
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// SKIP: ($MAXTEXTURESTAGES < 2) && ($HASSTATICTEXTURE == 0) && ($ADDSTATIC == 1)
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#define TEXTURESTAGES (MAXTEXTURESTAGES + 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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const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
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sampler PrimarySampler : register( s0 );
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#if( TEXTURESTAGES == 3 )
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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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#elif( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
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sampler SecondarySampler : register( s1 );
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#endif
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struct PS_INPUT
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{
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float3 vPrimaryTexCoord : TEXCOORD0;
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# if( TEXTURESTAGES == 3 )
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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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# elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 )
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float2 vSecondaryTexCoord : TEXCOORD1;
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# endif
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};
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HALF4 main( PS_INPUT i ) : COLOR
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{
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HALF4 result;
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# if( TEXTURESTAGES == 3 ) //we can do everything in one pass
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{
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result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).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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}
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# else //multiple pass configuration
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{
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# if( ADDSTATIC == 1 ) //in multipass configuration and adding static
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{
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# if( HASSTATICTEXTURE == 1 )
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result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
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# endif
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result.a = g_StaticAmount.x; //in multipass, static is achieved by alpha blending the static onto an existing cutout pixel in the destination pixel
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}
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# else //in multipass config on the cutout pass
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{
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result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
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# if( HASSTATICTEXTURE == 0 ) //there's no need to do another pass if there's no other texture to mix with, just mix in gray
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{
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result.rgb *= g_StaticAmount.y;
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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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result.a = 1;
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}
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# endif
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# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
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result.a *= tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; //modulate in the alpha instead of setting it so we get blend as well as mask
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# endif
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}
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# endif
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return result;
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}
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