Files
Patoke-4JLibs/Windows_Libs/Dev/Render/shaders/main_PS.hlsl

76 lines
1.9 KiB
HLSL

cbuffer diffuse : register(b0)
{
float4 diffuse_colour;
};
cbuffer fog : register(b1)
{
float4 fog_colour;
};
cbuffer alphaTest : register(b3)
{
float4 alphaTestRef;
};
#ifdef FORCE_LOD
cbuffer forcedLOD : register(b5)
{
float4 forcedLod;
};
#endif
SamplerState diffuse_sampler_s : register(s0);
Texture2D<float4> diffuse_texture : register(t0);
struct PS_INPUT
{
float4 v0 : SV_POSITION;
float4 v1 : COLOR0;
linear centroid float4 v2 : TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
float4 r0, r1;
#ifdef TEXTURE_PROJECTION
r0.xy = input.v2.xy / input.v2.ww;
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, r0.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#elif defined(FORCE_LOD)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, forcedLod.x).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#else
r0.x = (1 < input.v2.x) ? 1 : 0;
if (r0.x != 0)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, 0).xyzw;
else
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, input.v2.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#endif
}