Files
MinecraftDungeons/data/shaders/dx11/holoroom_terrain_endcap.fragment.hlsl
2026-03-08 15:30:46 -05:00

32 lines
631 B
HLSL

//$ANTCOLONY
#include "ShaderConstants.fxh"
struct PS_Input
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float4 uv1 : TEXCOORD_1;
};
struct PS_Output
{
float4 color : SV_Target;
};
void main(in PS_Input PSInput, out PS_Output PSOutput)
{
float2 uv = PSInput.uv1.xy + (PSInput.uv0 - floor(PSInput.uv0)) * PSInput.uv1.zw;
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, uv);
float2 lightingUVs = float2(0.0f, 0.9f);
diffuse.rgb *= TEXTURE_1.Sample(TextureSampler1, lightingUVs).rgb;
if (diffuse.a < 0.5f)
{
discard;
}
diffuse *= PSInput.color;
PSOutput.color = diffuse;
}