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#include "ShaderConstants.fxh"
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struct PS_Input {
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float4 position : SV_Position;
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float2 uv : TEXCOORD_0;
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float4 color : COLOR;
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float4 worldPosition : TEXCOORD_1;
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float4 fogColor : FOG_COLOR;
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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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void main( in PS_Input PSInput, out PS_Output PSOutput ) {
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PSOutput.color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
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PSOutput.color.a *= PSInput.color.a;
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float2 uv = PSInput.worldPosition.xz;
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float4 occlusionTexture = TEXTURE_1.Sample(TextureSampler1, uv);
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#ifndef FLIP_OCCLUSION
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#define OCCLUSION_OPERATOR <
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#else
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#define OCCLUSION_OPERATOR >
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#endif
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#ifdef SNOW
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#define OCCLUSION_HEIGHT occlusionTexture.g
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#define OCCLUSION_LUMINANCE occlusionTexture.r
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#else
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#define OCCLUSION_HEIGHT occlusionTexture.a
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#define OCCLUSION_LUMINANCE occlusionTexture.b
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#endif
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// clamp the uvs
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if (uv.x >= 0.0f && uv.x <= 1.0f &&
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uv.y >= 0.0f && uv.y <= 1.0f &&
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PSInput.worldPosition.y OCCLUSION_OPERATOR OCCLUSION_HEIGHT) {
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PSOutput.color.a = 0.0f;
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}
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float mixAmount = (PSInput.worldPosition.y - OCCLUSION_HEIGHT)*25.0f;
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float2 lightingUVs = float2(OCCLUSION_LUMINANCE, 1.0f);
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lightingUVs.x = lerp(lightingUVs.x, 0.0f, mixAmount);
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float3 lighting = TEXTURE_2.Sample(TextureSampler2, lightingUVs);
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PSOutput.color.rgb *= lighting.rgb;
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//apply fog
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PSOutput.color.rgb = lerp(PSOutput.color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a);
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}
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