Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/deffer_base_hud_aref_flat.ps

108 lines
2.6 KiB
PostScript

#if ( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
#define EXTEND_F_DEFFER
#endif
#include "common.h"
#include "sload.h"
#ifdef ATOC
float4 main ( p_flat I ) : SV_Target
{
float4 D = s_base.Sample (smp_linear, I.tcdh); //tbase (I.tcdh);
D.w = (D.w-def_aref*0.5f)/(1-def_aref*0.5f);
return D;
}
#else // ATOC
#ifdef MSAA_ALPHATEST_DX10_1_ATOC
f_deffer main ( p_flat I, float4 pos2d : SV_Position )
#else // MSAA_ALPHATEST_DX10_1_ATOC
f_deffer main ( p_flat I )
#endif // MSAA_ALPHATEST_DX10_1_ATOC
{
f_deffer O;
// 1. Base texture + kill pixels with low alpha
#if !defined(MSAA_ALPHATEST_DX10_1)
float4 D = tbase (I.tcdh);
#if !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_0_ATOC) )
clip (D.w-def_aref);
#endif // !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1_ATOC) )
#ifdef MSAA_ALPHATEST_DX10_1_ATOC
float alpha = (D.w-def_aref*0.5f)/(1-def_aref*0.5f);
uint mask = alpha_to_coverage ( alpha, pos2d );
#endif // MSAA_ALPHATEST_DX10_1_ATOC
#else
uint mask = 0x0;
float2 ddx_base = ddx( I.tcdh );
float2 ddy_base = ddy( I.tcdh );
float2 pixeloffset = MSAAOffsets[0]*(1.0/16.0);
float2 texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
float4 D = tbase(I.tcdh+texeloffset);
if( D.w-def_aref >= 0 ) mask |= 0x1;
[unroll] for( int i = 1; i < MSAA_SAMPLES; ++i )
{
pixeloffset = MSAAOffsets[i]*(1.0/16.0);
texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
float4 DI = tbase(I.tcdh+texeloffset);
if( DI.w-def_aref >= 0 ) mask |= ( uint(0x1) << i );
}
if( mask == 0x0 )
discard;
#endif
#ifdef USE_TDETAIL
// D.rgb = 2*D.rgb*tex2D (s_detail, I.tcdbump).rgb;
D.rgb = 2*D.rgb * s_detail.Sample( smp_base, I.tcdbump ).rgb;
#endif
// hemi,sun,material
float ms = xmaterial ;
#ifdef USE_LM_HEMI
// float4 lm = tex2D (s_hemi, I.lmh);
float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh);
// float h = dot (lm.rgb,1.h/3.h);
float h = get_hemi(lm);
# ifdef USE_R2_STATIC_SUN
// ms = lm.w ;
ms = get_sun(lm);
# endif
#else
float h = I.position.w ;
# ifdef USE_R2_STATIC_SUN
ms = I.tcdh.w ;
# endif
#endif
// 2. Standart output
float4 Ne = float4(normalize((float3)I.N.xyz), h);
#if !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
O = pack_gbuffer(
Ne,
float4(I.position.xyz + Ne.xyz*def_virtualh/2.h, ms),
float4(D.rgb, def_gloss));
#else
O = pack_gbuffer(
Ne,
float4(I.position.xyz + Ne.xyz*def_virtualh/2.h, ms),
float4(D.rgb, def_gloss),
mask );
#endif
return O;
}
#endif // ATOC