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68 lines
1.6 KiB
68 lines
1.6 KiB
// STATIC: "HASALPHAMASK" "0..1" |
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// STATIC: "HASSTATICTEXTURE" "0..1" |
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// DYNAMIC: "HDRENABLED" "0..1" |
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// DYNAMIC: "PIXELFOGTYPE" "0..1" |
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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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#if( HASSTATICTEXTURE ) |
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sampler StaticTextureSampler : register( s0 ); |
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# if( HASALPHAMASK ) |
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sampler AlphaMaskSampler : register( s1 ); |
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# endif |
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#else |
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# if( HASALPHAMASK ) |
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sampler AlphaMaskSampler : register( s0 ); |
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# endif |
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#endif |
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struct PS_INPUT |
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{ |
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float4 vProjPos : POSITION; |
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//vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue |
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#if( HASSTATICTEXTURE ) |
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float2 vStaticTexCoord : TEXCOORD0; |
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# if( HASALPHAMASK ) |
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float2 vAlphaMaskTexCoord : TEXCOORD1; |
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# endif |
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#else |
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# if( HASALPHAMASK ) |
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float2 vAlphaMaskTexCoord : TEXCOORD0; |
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# else |
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float2 vUnusedTexCoord1 : TEXCOORD0; |
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# endif |
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float2 vUnusedTexCoord2 : 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( HASSTATICTEXTURE ) |
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result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb; |
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# else |
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result.rgb = 0.25; //without a static texture, just be gray |
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# endif |
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# if( HASALPHAMASK ) |
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result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha |
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# else |
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result.a = g_StaticAmount.x; //when static reaches 0, fades away completely |
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# endif |
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//result.r = 1.0; |
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//result.gb = 0.0; |
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//result.a = 0.5; |
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return result; |
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} |