mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-22 13:22:20 +01:00
121 lines
3.0 KiB
Plaintext
121 lines
3.0 KiB
Plaintext
#include "ShaderConstantsGNM.h"
|
|
|
|
struct PS_Input {
|
|
float4 position : S_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;
|
|
};
|
|
#ifdef USE_EMISSIVE
|
|
#ifdef USE_ONLY_EMISSIVE
|
|
#define NEEDS_DISCARD(C) (C.a == 0.0f ||C.a == 1.0f )
|
|
#else
|
|
#define NEEDS_DISCARD(C) (C.a + C.r + C.g + C.b == 0.0)
|
|
#endif
|
|
#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);
|
|
}
|
|
|
|
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
|
|
{
|
|
float4 color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
|
|
//MSAA
|
|
color = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
|
|
|
|
#if defined(ALPHA_TEST) && !defined(USE_MULTITEXTURE)
|
|
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 ALPHA_TEST
|
|
if (color.a < 0.5f && tex1.a == 0.0f) {
|
|
discard;
|
|
}
|
|
#endif
|
|
#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
|
|
|
|
return color;
|
|
}
|