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Stillkill committed 2026-03-08 15:34:38 -05:00
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#include "ShaderConstants.fxh"
#include "Util.fxh"
struct PS_Input {
float4 position : SV_Position;
#ifdef ENABLE_LIGHT
float4 light : LIGHT;
#endif
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifndef DISABLE_TINTING
float4 color : COLOR;
#endif
float4 texCoords : TEXCOORD_0_FB_MSAA;
};
struct PS_Output
{
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.texCoords.xy);
float4 base = TEXTURE_0.Sample(TextureSampler0, PSInput.texCoords.zw);
#ifndef DISABLE_TINTING
base.a = lerp(diffuse.r * diffuse.a, diffuse.a, PSInput.color.a);
base.rgb *= PSInput.color.rgb;
#endif
#ifdef ENABLE_LIGHT
base.rgb *= PSInput.light.rgb;
#endif
#ifdef ENABLE_FOG
//apply fog
base.rgb = lerp(base.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#endif
//WARNING do not refactor this
PSOutput.color = base;
#ifdef VR_FEATURE
// On Rift, the transition from 0 brightness to the lowest 8 bit value is abrupt, so clamp to
// the lowest 8 bit value.
PSOutput.color = max(PSOutput.color, 1 / 255.0f);
#endif
}