Files
MinecraftLegends/Win32.DX11.Release/data/shaders/884ecfc8-a6e6-4ee1-a860-fd1f85d2bbc9/hlsl/entity.fragment.hlsl
T
2026-03-08 15:34:38 -05:00

131 lines
3.3 KiB
HLSL

#include "ShaderConstants.fxh"
#include "Util.fxh"
struct PS_Input {
float4 position : SV_Position;
float4 light : LIGHT;
float4 fogColor : FOG_COLOR;
#ifdef GLINT
// there is some alignment issue on the Windows Phone 1320 that causes the position
// to get corrupted if this is two floats and last in the struct memory wise
float4 layerUV : GLINT_UVS;
#endif
#ifdef USE_OVERLAY
float4 overlayColor : OVERLAY_COLOR;
#endif
#ifdef TINTED_ALPHA_TEST
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
#endif
float2 uv : TEXCOORD_0_FB_MSAA;
};
struct PS_Output
{
float4 color : SV_Target;
};
#ifdef USE_EMISSIVE
#define NEEDS_DISCARD(C) (C.a == 0.0)
#else
#ifndef USE_COLOR_MASK
#define NEEDS_DISCARD(C) (C.a < 0.5)
#else
#define NEEDS_DISCARD(C) (C.a == 0.0)
#endif
#endif
float4 glintBlend(float4 dest, float4 source) {
// glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE, GL_ONE, GL_ZERO)
return float4(source.rgb * source.rgb, source.a) + float4(dest.rgb, 0.0);
}
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) || (VERSION < 0xa000 /*D3D_FEATURE_LEVEL_10_0*/)
color = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
#else
color = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv);
#endif
#ifdef ALPHA_TEST
if( NEEDS_DISCARD( color ) )
{
discard;
}
#endif
#ifdef TINTED_ALPHA_TEST
float4 testColor = color;
testColor.a = testColor.a * PSInput.alphaTestMultiplier.r;
if( NEEDS_DISCARD( testColor ) )
{
discard;
}
#endif
#endif
#ifdef USE_COLOR_MASK
color.rgb = lerp( color, color * CHANGE_COLOR, color.a ).rgb;
color.a *= CHANGE_COLOR.a;
#endif
#ifdef ITEM_IN_HAND
color.rgb = lerp(color, color * CHANGE_COLOR, PSInput.light.a).rgb;
#endif
#ifdef USE_MULTITEXTURE
float4 tex1 = TEXTURE_1.Sample(TextureSampler1, PSInput.uv);
float4 tex2 = TEXTURE_2.Sample(TextureSampler2, PSInput.uv);
color.rgb = lerp(color.rgb, tex1, tex1.a);
#ifdef COLOR_SECOND_TEXTURE
if (tex2.a > 0.0f) {
color.rgb = lerp(tex2.rgb, tex2 * CHANGE_COLOR, tex2.a);
}
#else
color.rgb = lerp(color.rgb, tex2, tex2.a);
#endif
#endif
#ifdef USE_OVERLAY
//use either the diffuse or the OVERLAY_COLOR
color.rgb = lerp( color, PSInput.overlayColor, PSInput.overlayColor.a ).rgb;
#endif
#ifdef USE_EMISSIVE
//make glowy stuff
color *= lerp( float( 1.0 ).xxxx, PSInput.light, color.a );
#else
color *= PSInput.light;
#endif
//apply fog
color.rgb = lerp( color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#ifdef GLINT
// Applies color mask to glint texture instead and blends with original color
float4 layer1 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.xy)).rgbr * GLINT_COLOR;
float4 layer2 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.zw)).rgbr * GLINT_COLOR;
float4 glint = (layer1 + layer2) * TILE_LIGHT_COLOR;
color = glintBlend(color, glint);
#endif
//WARNING do not refactor this
PSOutput.color = color;
#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
}