// DYNAMIC: "PIXELFOGTYPE" "0..1" // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" const HALF4 g_ShadowColor : register( c1 ); const HALF3 g_EyePos : register( c2 ); const HALF4 g_FogParams : register( c3 ); sampler ShadowSampler : register( s0 ); // CENTROID: TEXCOORD0 // CENTROID: TEXCOORD1 // CENTROID: TEXCOORD2 // CENTROID: TEXCOORD3 // CENTROID: TEXCOORD4 struct PS_INPUT { float2 texCoord0 : TEXCOORD0; float2 texCoord1 : TEXCOORD1; float2 texCoord2 : TEXCOORD2; float2 texCoord3 : TEXCOORD3; float2 texCoord4 : TEXCOORD4; HALF4 worldPos_projPosZ : TEXCOORD5; HALF4 shadowColor : COLOR0; HALF4 fogFactorW : COLOR1; }; float4 main( PS_INPUT i ) : COLOR { HALF4 samples[5]; samples[0] = tex2D( ShadowSampler, i.texCoord0 ); samples[1] = tex2D( ShadowSampler, i.texCoord1 ); samples[2] = tex2D( ShadowSampler, i.texCoord2 ); samples[3] = tex2D( ShadowSampler, i.texCoord3 ); samples[4] = tex2D( ShadowSampler, i.texCoord4 ); // Interpolate between a bunch of jittered shadow samples. HALF shadowCoverage = (samples[0].a + samples[1].a + samples[2].a + samples[3].a + samples[4].a) * 0.2; // To accomplish shadow fading, subtract vertex alpha from texture alpha shadowCoverage = saturate( shadowCoverage - i.shadowColor.a ); // Blend between white and the constant color... // return lerp( 1.0-shadowCoverage, 1.0, g_ShadowColor ); // this is equivalent, and saves an instruction HALF4 result = shadowCoverage*g_ShadowColor - shadowCoverage; result = 1.0 + result; float alpha = 1.0f; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); // Apply fog here to compensate for our srcColor*dstColor alpha blend into already fogged pixels result.rgb = 1.0f - ( ( 1.0f - result.rgb ) * pow( ( 1.0f - fogFactor ), 4.0f ) ); // Call FinalOutput without fog! return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }