Files
MinecraftLegends/Win32.DX11.Release/data/shaders/hlsl/rain_snow.fragment.hlsl
T
2026-03-08 15:34:38 -05:00

57 lines
1.4 KiB
HLSL

#include "ShaderConstants.fxh"
struct PS_Input {
float4 position : SV_Position;
float2 uv : TEXCOORD_0;
float4 color : COLOR;
float4 worldPosition : TEXCOORD_1;
float4 fogColor : FOG_COLOR;
};
struct PS_Output {
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput ) {
PSOutput.color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
PSOutput.color.a *= PSInput.color.a;
float2 uv = PSInput.worldPosition.xz;
float4 occlusionTexture = TEXTURE_1.Sample(TextureSampler1, uv);
#ifndef FLIP_OCCLUSION
#define OCCLUSION_OPERATOR <
#else
#define OCCLUSION_OPERATOR >
#endif
#ifdef SNOW
#define OCCLUSION_HEIGHT occlusionTexture.g
#define OCCLUSION_LUMINANCE occlusionTexture.r
#else
#define OCCLUSION_HEIGHT occlusionTexture.a
#define OCCLUSION_LUMINANCE occlusionTexture.b
#endif
// clamp the uvs
if (uv.x >= 0.0f && uv.x <= 1.0f &&
uv.y >= 0.0f && uv.y <= 1.0f &&
PSInput.worldPosition.y OCCLUSION_OPERATOR OCCLUSION_HEIGHT) {
PSOutput.color.a = 0.0f;
}
float mixAmount = (PSInput.worldPosition.y - OCCLUSION_HEIGHT)*25.0f;
float2 lightingUVs = float2(OCCLUSION_LUMINANCE, 1.0f);
lightingUVs.x = lerp(lightingUVs.x, 0.0f, mixAmount);
float3 lighting = TEXTURE_2.Sample(TextureSampler2, lightingUVs);
PSOutput.color.rgb *= lighting.rgb;
//apply fog
PSOutput.color.rgb = lerp(PSOutput.color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a);
}