hl2_src-leak-2017/src/materialsystem/stdshaders/alphadist_ps11.fxc

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#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
struct PS_INPUT
{
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD3;
};
sampler BaseTextureSampler : register( s0 );
sampler DetailTextureSampler : register( s3 );
const float4 g_OutlineColor : register( c0 );
const float4 g_OutlineEnd : register( c1 ); // a comp
const float4 g_OutlineStart : register( c2 ); // a comp
float4 main( PS_INPUT i ) : COLOR
{
// Sample frames from texture 0
float4 base= tex2D( BaseTextureSampler, i.texCoord0 );
float4 detail=tex2D( DetailTextureSampler, i.texCoord1 );
if ( detail.a < g_OutlineEnd.a )
base = g_OutlineColor;
base.a *= ( detail.a > g_OutlineStart.a );
return base;
}