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#include "ShaderConstants.fxh"
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#include "Util.fxh"
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struct PS_Input
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{
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float4 position : SV_Position;
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lpfloat4 color : COLOR;
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snorm float2 uv0 : TEXCOORD_0_FB_MSAA;
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snorm float2 uv1 : TEXCOORD_1_FB_MSAA;
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#ifdef NEAR_WATER
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float cameraDist : TEXCOORD_2;
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#endif
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#ifdef FOG
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float4 fogColor : FOG_COLOR;
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#endif
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};
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struct PS_Output
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{
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float4 color : SV_Target;
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};
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void main( in PS_Input PSInput, out PS_Output PSOutput )
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{
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#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) || (VERSION < 0xa000 /*D3D_FEATURE_LEVEL_10_0*/)
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float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0);
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#else
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float4 diffuse = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv0 );
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#endif
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#ifdef SEASONS_FAR
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diffuse.a = 1.0f;
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PSInput.color.b = 1.0f;
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#endif
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#ifdef ALPHA_TEST
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//If we know that all the verts in a triangle will have the same alpha, we should cull there first.
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#ifdef ALPHA_TO_COVERAGE
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float alphaThreshold = .05f;
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#else
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float alphaThreshold = .5f;
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#endif
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if(diffuse.a < alphaThreshold)
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discard;
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#endif
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diffuse = diffuse * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
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#ifndef SEASONS
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#if !defined(ALPHA_TEST) && !defined(BLEND)
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diffuse.a = PSInput.color.a;
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#elif defined(BLEND)
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diffuse.a *= PSInput.color.a;
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#ifdef NEAR_WATER
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float alphaFadeOut = saturate(PSInput.cameraDist.x);
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diffuse.a = lerp(diffuse.a, 1.0f, alphaFadeOut);
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#endif
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#endif
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diffuse.rgb *= PSInput.color.rgb;
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#else
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float2 uv = PSInput.color.xy;
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diffuse.rgb *= lerp(1.0f, TEXTURE_2.Sample(TextureSampler2, uv).rgb*2.0f, PSInput.color.b);
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diffuse.rgb *= PSInput.color.aaa;
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diffuse.a = 1.0f;
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#endif
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#ifdef FOG
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diffuse.rgb = lerp( diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
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#endif
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PSOutput.color = diffuse;
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#ifdef VR_FEATURE
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// On Rift, the transition from 0 brightness to the lowest 8 bit value is abrupt, so clamp to
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// the lowest 8 bit value.
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PSOutput.color = max(PSOutput.color, 1 / 255.0f);
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#endif
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}
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