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35 lines
888 B
35 lines
888 B
5 years ago
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// STATIC: "DEPTH_IN_ALPHA" "0..1"
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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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#include "common_ps_fxc.h"
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const float4 g_Parameters : register( c0 );
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sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map
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float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR
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{
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float fDepth = 0;
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# if (DEPTH_IN_ALPHA == 1)
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{
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fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a;
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}
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# else
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{
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# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b
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{
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fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r;
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}
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# endif
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}
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# endif
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fDepth = pow( fDepth, g_Parameters.x );
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return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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