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47 lines
1.4 KiB
47 lines
1.4 KiB
// 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: "MACROS" "0..1" |
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#define HDRTYPE HDR_TYPE_NONE |
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#include "common_ps_fxc.h" |
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sampler BaseSampler : register( s0 ); |
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// NOTE: LightmapSampler is at the same place as the lightmap sampler in lightmappedgeneric so that we have |
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// generally the same texture state here. |
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// CENTROID: TEXCOORD1 |
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sampler LightmapSampler: register( s1 ); |
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sampler BaseSampler2: register( s2 ); |
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sampler LightmapAlphaSampler: register( s3 ); |
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sampler MacrosSampler: register( s4 ); |
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struct PS_INPUT |
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{ |
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float2 baseCoord : TEXCOORD0; |
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float2 baseCoord2 : TEXCOORD1; |
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float2 lightmapCoord : TEXCOORD2; |
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float2 macrosCoord : TEXCOORD3; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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bool bMacros = MACROS ? true : false; |
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float4 base = tex2D( BaseSampler, i.baseCoord ); |
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float4 base2 = tex2D( BaseSampler2, i.baseCoord2 ); |
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float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord ); |
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float blendFactor = lightmap.a; |
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float4 color = 2.0f * lightmap * lerp( base2, base, blendFactor ); |
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if( bMacros ) |
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{ |
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float4 macros = tex2D( MacrosSampler, i.macrosCoord ); |
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// Not sure what to do with macro alpha |
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color.rgb *= 2.0f * lerp( macros.a, macros.b, blendFactor ); |
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} |
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return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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} |
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