#include "ShaderConstants.fxh" #include "util.fxh" #include "badger_util.fxh" struct PS_Input { float4 position : SV_Position; float3 worldPos : WORLD_POS; #ifndef BYPASS_PIXEL_SHADER lpfloat4 color : COLOR; snorm float2 uv0 : TEXCOORD_0_FB_MSAA; snorm float2 uv1 : TEXCOORD_1_FB_MSAA; #endif #ifdef NEAR_WATER float cameraDist : TEXCOORD_2; #endif #ifdef FOG float4 fogColor : FOG_COLOR; #endif }; struct PS_Output { float4 color : SV_Target; }; void main( in PS_Input PSInput, out PS_Output PSOutput ) { #ifdef BYPASS_PIXEL_SHADER PSOutput.color = float4(0.0f, 0.0f, 0.0f, 0.0f); return; #else #if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) || (VERSION < 0xa000 /*D3D_FEATURE_LEVEL_10_0*/) float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0); #else float4 diffuse = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv0 ); #endif #ifdef SEASONS_FAR diffuse.a = 1.0f; PSInput.color.b = 1.0f; #endif #ifdef ALPHA_TEST //If we know that all the verts in a triangle will have the same alpha, we should cull there first. #ifdef ALPHA_TO_COVERAGE float alphaThreshold = .05f; #else float alphaThreshold = .5f; #endif if(diffuse.a < alphaThreshold) discard; #endif #if !defined(ALWAYS_LIT) diffuse = diffuse * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1); #endif #ifndef SEASONS #if !defined(ALPHA_TEST) && !defined(BLEND) diffuse.a = PSInput.color.a; #elif defined(BLEND) #ifdef NEAR_WATER diffuse.a *= PSInput.color.a; float alphaFadeOut = saturate(PSInput.cameraDist.x); diffuse.a = lerp(diffuse.a, 1.0f, alphaFadeOut); #endif #endif diffuse.rgb *= PSInput.color.rgb; #else float2 uv = PSInput.color.xy; diffuse.rgb *= lerp(1.0f, TEXTURE_2.Sample(TextureSampler2, uv).rgb*2.0f, PSInput.color.b); diffuse.rgb *= PSInput.color.aaa; diffuse.a = 1.0f; #endif diffuse.rgb = getBadgerInfluenceOverlay(PSInput.worldPos.xyz, diffuse.rgb); #ifdef FOG diffuse.rgb = lerp( diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a ); #endif PSOutput.color = diffuse; #ifdef VR_MODE // 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 #endif // BYPASS_PIXEL_SHADER }