diff options
Diffstat (limited to 'src/extras/shaders/leedsDefault_PS_x.hlsl')
-rw-r--r-- | src/extras/shaders/leedsDefault_PS_x.hlsl | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsDefault_PS_x.hlsl b/src/extras/shaders/leedsDefault_PS_x.hlsl new file mode 100644 index 00000000..0b546523 --- /dev/null +++ b/src/extras/shaders/leedsDefault_PS_x.hlsl @@ -0,0 +1,49 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; +#if defined(PASS_BLEND) || defined(PASS_ADD) + float2 TexCoord1 : TEXCOORD1; +#endif + float4 Color : COLOR0; +}; + +sampler2D diffTex : register(s0); +sampler2D envTex : register(s1); + +float4 fogColor : register(c0); + +float4 colorscale : register(c1); +float4 fxparams : register(c2); + +#define shininess (fxparams.x) + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy)*colorscale; + pass1.rgb = clamp(pass1.rgb, 0.0, 1.0); + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); + + float4 color; +#if defined(PASS_BLEND) || defined(PASS_ADD) + float4 pass2 = tex2D(envTex, input.TexCoord1.xy); + pass2.a *= shininess; + pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z); + + // We simulate drawing this in two passes. +#if defined(PASS_ADD) + // First pass with standard blending, second with addition + // We premultiply alpha so render state should be one. + color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a; + color.a = pass1.a; +#elif defined(PASS_BLEND) + // We premultiply alpha so render state should be one. + color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a; + color.a = pass1.a*(1.0-pass2.a) + pass2.a; +#endif + +#else + color = pass1; +#endif + + return color; +} |