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Diffstat (limited to 'src/d3d/shaders/matfx_env_PS.hlsl')
-rw-r--r--src/d3d/shaders/matfx_env_PS.hlsl42
1 files changed, 42 insertions, 0 deletions
diff --git a/src/d3d/shaders/matfx_env_PS.hlsl b/src/d3d/shaders/matfx_env_PS.hlsl
new file mode 100644
index 0000000..eb5187d
--- /dev/null
+++ b/src/d3d/shaders/matfx_env_PS.hlsl
@@ -0,0 +1,42 @@
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+ float4 EnvColor : COLOR1;
+};
+
+sampler2D diffTex : register(s0);
+sampler2D envTex : register(s1);
+
+float4 fogColor : register(c0);
+
+float4 fxparams : register(c1);
+
+#define shininess (fxparams.x)
+#define disableFBA (fxparams.y)
+
+float4 main(VS_out input) : COLOR
+{
+ float4 pass1 = input.Color;
+#ifdef TEX
+ pass1 *= tex2D(diffTex, input.TexCoord0.xy);
+#endif
+
+ float4 pass2 = input.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;
+}