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Stillkill committed 2026-03-08 15:37:55 -05:00
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#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);
// clamp the uvs
if (uv.x >= 0.0f && uv.x <= 1.0f &&
uv.y >= 0.0f && uv.y <= 1.0f &&
PSInput.worldPosition.y < occlusionTexture.a) {
PSOutput.color.a = 0.0f;
}
float mixAmount = saturate((PSInput.worldPosition.y - occlusionTexture.a)*10.0f);
float3 lighting = lerp(occlusionTexture.rgb, PSInput.color.rgb, mixAmount);
PSOutput.color.rgb *= lighting.rgb;
//apply fog
PSOutput.color.rgb = lerp(PSOutput.color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a);
}