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MinecraftLegends/Win32.DX11.Release/data/shaders/gnm/end_portal_p.pssl
T
2026-03-08 15:34:38 -05:00

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#include "ShaderConstantsGNM.h"
struct PS_Input {
float4 position : S_POSITION;
#ifndef BYPASS_PIXEL_SHADER
float2 colorLookupUV : TEXCOORD_0;
float2 parallaxUV : TEXCOORD_1;
float4 encodedPlane : PLANE_INFO;
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#endif
};
static const float MAX_LAYER_DEPTH = 32.0;
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 outColor;
#ifdef BYPASS_PIXEL_SHADER
outColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
///// Decode Input Values
// Decode parallax plane data
// Using round() because normals should all be in the standard basis
const float planeDistance = PSInput.encodedPlane.a * MAX_LAYER_DEPTH;
///// Color Assembly
float4 colorSample = TEXTURE_1.Sample(TextureSampler1, PSInput.colorLookupUV);
float4 textureSample = TEXTURE_0.Sample(TextureSampler0, PSInput.parallaxUV);
const float3 brightness = textureSample.rgb * (1.0 - PSInput.encodedPlane.w);
colorSample.rgb *= brightness;
// Look for hard-coded value to clear the portal first
#ifdef FOG
if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
outColor = float4(PSInput.fogColor.rgb * PSInput.fogColor.a, 0.0f);
}
else {
outColor = float4(colorSample.rgb * (1.0 - PSInput.fogColor.a), 1.0f);
}
#else
if(planeDistance > MAX_LAYER_DEPTH - 1.0) {
outColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
else {
outColor = float4(colorSample.rgb, 1);
}
#endif
#endif
return outColor;
}