// DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif #include "common_ps_fxc.h" #include "shader_constant_register_map.h" sampler BaseTextureSampler : register( s0 ); const float4 g_WhiteGrayMix : register( c0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float4 vColor : COLOR0; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord0 ); float4 resultColor = saturate( textureColor * i.vColor ); resultColor.rgb = lerp( g_WhiteGrayMix.rgb, resultColor.rgb, resultColor.a ); float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }