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72 lines
2.0 KiB
72 lines
2.0 KiB
// STATIC: "ADDBASETEXTURE2" "0..1" |
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// STATIC: "ADDSELF" "0..1" |
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// STATIC: "USEALPHAASRGB" "0..1" |
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// SKIP: $USEALPHAASRGB && $ADDSELF |
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// SKIP: $USEALPHAASRGB && $ADDBASETEXTURE2 |
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#define HDRTYPE HDR_TYPE_NONE |
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#include "common_ps_fxc.h" |
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struct PS_INPUT |
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{ |
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float2 texCoord0 : TEXCOORD0; |
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float2 texCoord1 : TEXCOORD1; |
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float4 argbcolor : COLOR; |
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float4 blendfactor0 : TEXCOORD2; |
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#if ADDBASETEXTURE2 |
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float2 texCoord2 : TEXCOORD3; |
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#endif |
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float4 vScreenPos : TEXCOORD7; |
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}; |
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sampler BaseTextureSampler : register( s0 ); |
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#if ADDBASETEXTURE2 |
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sampler BaseTextureSampler2 : register( s3 ); |
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#endif |
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sampler BaseTextureSampler1 : register( s1 ); |
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const float4 g_Parameters : register( c0 ); |
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const float4 g_ColorPowers : register( c1 ); |
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#define fAdditiveBlendWeight g_Parameters.x |
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#define fOverbrightFactor g_Parameters.y |
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#define fAdditiveSelfBlendWeight g_Parameters.z |
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#define fSoftParticleBlendScale g_Parameters.w |
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#pragma warning( disable : 4707 4704 ) |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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// Sample frames from texture 0 |
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#if ( ! ADDSELF ) && ( ! ADDBASETEXTURE2 ) |
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float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 ); |
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float4 baseTex1 = tex2D( BaseTextureSampler1, i.texCoord1 ); |
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float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x ); |
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#else |
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float4 blended_rgb = tex2D( BaseTextureSampler, i.texCoord0 ); |
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#endif |
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#if USEALPHAASRGB |
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blended_rgb.rgb = blended_rgb.a; |
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#endif |
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#if ADDBASETEXTURE2 |
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blended_rgb.a *= i.argbcolor.a; |
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// In this case, we don't really want to pre-multiply by alpha |
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float4 color2 = tex2D( BaseTextureSampler2, i.texCoord2 ); |
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blended_rgb.rgb *= blended_rgb.a; |
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blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * color2; |
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blended_rgb.rgb *= 2 * i.argbcolor.rgb; |
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#else |
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#if ADDSELF |
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blended_rgb.a *= i.argbcolor.a; |
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blended_rgb.rgb *= blended_rgb.a; |
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blended_rgb.rgb += fOverbrightFactor * 8 * fAdditiveSelfBlendWeight * blended_rgb; |
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blended_rgb.rgb *= 2 * i.argbcolor.rgb; |
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#else |
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blended_rgb *= i.argbcolor; |
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#endif |
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#endif |
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return blended_rgb; |
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} |
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