#include "ShaderConstants.fxh" #include "Util.fxh" struct PS_Input { float4 position : SV_Position; #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 ) { float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0); #ifdef SEASONS_FAR diffuse.a = 1.0f; PSInput.color.b = 1.0f; #endif //If we know that all the verts in a triangle will have the same alpha, we should cull there first. if (diffuse.a <= 0.0f) { discard; } diffuse = diffuse * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1); #ifndef SEASONS diffuse.rgb *= lerp(1.0f, PSInput.color.rgb, diffuse.a); diffuse.a = 1.0f; #else float2 uv = PSInput.color.xy; PSInput.color.b = lerp(0.0f, PSInput.color.b, diffuse.a); 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 #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 }