#include "ShaderConstantsGNM.h" struct PS_Input { float4 position : S_POSITION; #ifndef BYPASS_PIXEL_SHADER float4 color : COLOR; float2 uv0 : TEXCOORD_0; float2 uv1 : TEXCOORD_1; #endif #ifdef NEAR_WATER float cameraDist : TEXCOORD_2; #endif #ifdef FOG float4 fogColor : FOG_COLOR; #endif }; float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT { #ifdef BYPASS_PIXEL_SHADER return float4(0.0f, 0.0f, 0.0f, 0.0f); #else #if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0); #else float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0); //TODO support TEXEL_AA #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) diffuse.a *= PSInput.color.a; #ifdef NEAR_WATER 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 #ifdef FOG diffuse.rgb = lerp( diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a ); #endif return diffuse; #endif }