Divergent/mods/Enhanced Shaders Color Grading/gamedata/shaders/r3/clouds.ps

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PostScript

#include "common.h"
struct v2p
{
float4 color : COLOR0; // rgb. intensity, for SM3 - tonemap prescaled
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
};
//uniform sampler2D s_clouds0 : register(s0);
//uniform sampler2D s_clouds1 : register(s1);
Texture2D s_clouds0 : register(t0);
Texture2D s_clouds1 : register(t1);
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main(v2p I ) : SV_Target
{
float4 s0 = s_clouds0.Sample(smp_base, I.tc0 );
float4 s1 = s_clouds1.Sample(smp_base, I.tc1 );
float4 mix = I.color * (s0 + s1) ;
float4 rgb , hi;
#ifdef USE_VTF
float scale = 1;
#else
//float scale = tex2D(s_tonemap,float2(.5h,.5h)).x;
float scale = s_tonemap.Sample(smp_base, float2(.5h,.5h)).x;
#endif
tonemap(rgb, hi, mix, scale );
return float4(rgb.rgb, rgb.a);
}