librw/src/d3d/shaders/matfx_env_PS.hlsl
2020-05-27 10:26:28 +02:00

44 lines
1.2 KiB
HLSL

struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float4 Color : COLOR0;
};
sampler2D diffTex : register(s0);
sampler2D envTex : register(s1);
float4 fogColor : register(c0);
float4 fxparams : register(c1);
float4 colorClamp : register(c2);
#define shininess (fxparams.x)
#define disableFBA (fxparams.y)
float4 main(VS_out input) : COLOR
{
float4 pass1 = input.Color;
float4 envColor = max(pass1, colorClamp);
#ifdef TEX
pass1 *= tex2D(diffTex, input.TexCoord0.xy);
#endif
float4 pass2 = envColor*shininess*tex2D(envTex, input.TexCoord1.xy);
pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z);
// We simulate drawing this in two passes.
// First pass with standard blending, second with addition
// We premultiply alpha so render state should be one.
// For FB alpha rendering assume that diffuse alpha (pass1.a) was
// written to framebuffer, so just multiply pass2 by it as well then.
float fba = max(pass1.a, disableFBA);
float4 color;
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
color.a = pass1.a;
return color;
}