// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "PASS" "0..1" #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" // CENTROID: TEXCOORD1 sampler BaseSampler : register( s0 ); sampler LightmapSampler: register( s1 ); sampler LightmapAlphaSampler: register( s2 ); struct PS_INPUT { float2 baseCoord : TEXCOORD0; float2 lightmapCoord : TEXCOORD1; }; float4 main( PS_INPUT i ) : COLOR { bool bAlphaPass = PASS ? true : false; float4 base = tex2D( BaseSampler, i.baseCoord ); float4 lightmap = tex2D( LightmapSampler, i.lightmapCoord ); float4 alpha = tex2D( LightmapAlphaSampler, i.lightmapCoord ); float4 color; base.a = dot( base, HALF3( HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f) ) ); color = 2.0f * base * lightmap; // The 2x is for an assumed overbright 2 (it's always 2 on dx9) if( bAlphaPass ) { // Don't care about color, just return pre-multiplied alpha return FinalOutput( float4( 0.0f, 0.0f, 1.0f, (1.0f - alpha.a) * color.a ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } else { return FinalOutput( float4( color.rgb, (1.0f - alpha.a) ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } }