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#include "ShaderConstants.fxh"
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#include "util.fxh"
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struct PS_Input {
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float4 position : SV_Position;
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#ifndef BYPASS_PIXEL_SHADER
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snorm float2 colorLookupUV : TEXCOORD_0_FB_MSAA;
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float2 parallaxUV : TEXCOORD_1_FB_MSAA;
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float4 encodedPlane : PLANE_INFO;
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#ifdef FOG
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float4 fogColor : FOG_COLOR;
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#endif
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#endif
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#ifdef INSTANCEDSTEREO
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uint instanceID : SV_InstanceID;
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#endif
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};
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struct PS_Output {
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float4 color : SV_Target;
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};
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static const float MAX_LAYER_DEPTH = 32.0;
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void main( in PS_Input PSInput, out PS_Output PSOutput ) {
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#ifdef BYPASS_PIXEL_SHADER
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PSOutput.color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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#else
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///// Decode Input Values
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// Decode parallax plane data
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// Using round() because normals should all be in the standard basis
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const float planeDistance = PSInput.encodedPlane.a * MAX_LAYER_DEPTH;
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///// Color Assembly
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float4 colorSample = TEXTURE_1.Sample(TextureSampler1, PSInput.colorLookupUV);
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float4 textureSample = TEXTURE_0.Sample(TextureSampler0, PSInput.parallaxUV);
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const float3 brightness = textureSample.rgb * (1.0 - PSInput.encodedPlane.w);
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colorSample.rgb *= brightness;
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// Look for hard-coded value to clear the portal first
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#ifdef FOG
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if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
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PSOutput.color = float4(PSInput.fogColor.rgb * PSInput.fogColor.a, 0.0f);
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}
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else {
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PSOutput.color = float4(colorSample.rgb * (1.0 - PSInput.fogColor.a), 1.0f);
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}
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#else
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if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
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PSOutput.color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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else {
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PSOutput.color = float4(colorSample.rgb, 1);
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}
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#endif
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#endif
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}
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