// STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1" // DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" #include "common_ps_fxc.h" const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static #if( HASSTATICTEXTURE ) sampler StaticTextureSampler : register( s0 ); # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s1 ); # endif #else # if( HASALPHAMASK ) sampler AlphaMaskSampler : register( s0 ); # endif #endif struct PS_INPUT { float4 vProjPos : POSITION; //vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue #if( HASSTATICTEXTURE ) float2 vStaticTexCoord : TEXCOORD0; # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD1; # endif #else # if( HASALPHAMASK ) float2 vAlphaMaskTexCoord : TEXCOORD0; # else float2 vUnusedTexCoord1 : TEXCOORD0; # endif float2 vUnusedTexCoord2 : TEXCOORD1; #endif }; HALF4 main( PS_INPUT i ) : COLOR { HALF4 result; # if( HASSTATICTEXTURE ) result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb; # else result.rgb = 0.25; //without a static texture, just be gray # endif # if( HASALPHAMASK ) result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha # else result.a = g_StaticAmount.x; //when static reaches 0, fades away completely # endif //result.r = 1.0; //result.gb = 0.0; //result.a = 0.5; return result; }