// STATIC: "ADDBASETEXTURE2" "0..1" // STATIC: "ADDSELF" "0..1" // STATIC: "USEALPHAASRGB" "0..1" // SKIP: $USEALPHAASRGB && $ADDSELF // SKIP: $USEALPHAASRGB && $ADDBASETEXTURE2 #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" struct PS_INPUT { float2 texCoord0 : TEXCOORD0; float2 texCoord1 : TEXCOORD1; float4 argbcolor : COLOR; float4 blendfactor0 : TEXCOORD2; #if ADDBASETEXTURE2 float2 texCoord2 : TEXCOORD3; #endif float4 vScreenPos : TEXCOORD7; }; sampler BaseTextureSampler : register( s0 ); #if ADDBASETEXTURE2 sampler BaseTextureSampler2 : register( s3 ); #endif sampler BaseTextureSampler1 : register( s1 ); const float4 g_Parameters : register( c0 ); const float4 g_ColorPowers : register( c1 ); #define fAdditiveBlendWeight g_Parameters.x #define fOverbrightFactor g_Parameters.y #define fAdditiveSelfBlendWeight g_Parameters.z #define fSoftParticleBlendScale g_Parameters.w #pragma warning( disable : 4707 4704 ) float4 main( PS_INPUT i ) : COLOR { // Sample frames from texture 0 #if ( ! ADDSELF ) && ( ! ADDBASETEXTURE2 ) float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 ); float4 baseTex1 = tex2D( BaseTextureSampler1, i.texCoord1 ); float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x ); #else float4 blended_rgb = tex2D( BaseTextureSampler, i.texCoord0 ); #endif #if USEALPHAASRGB blended_rgb.rgb = blended_rgb.a; #endif #if ADDBASETEXTURE2 blended_rgb.a *= i.argbcolor.a; // In this case, we don't really want to pre-multiply by alpha float4 color2 = tex2D( BaseTextureSampler2, i.texCoord2 ); blended_rgb.rgb *= blended_rgb.a; blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * color2; blended_rgb.rgb *= 2 * i.argbcolor.rgb; #else #if ADDSELF blended_rgb.a *= i.argbcolor.a; blended_rgb.rgb *= blended_rgb.a; blended_rgb.rgb += fOverbrightFactor * 8 * fAdditiveSelfBlendWeight * blended_rgb; blended_rgb.rgb *= 2 * i.argbcolor.rgb; #else blended_rgb *= i.argbcolor; #endif #endif return blended_rgb; }