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64 lines
1.4 KiB
64 lines
1.4 KiB
// DYNAMIC: "ALPHACLIP" "0..1"
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// STATIC: "COLOR_DEPTH" "0..1"
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const float g_AlphaThreshold : register( c0 );
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struct PS_INPUT
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{
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#ifdef _PS3
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float unused; // empty structures not supported on Cg??
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#endif // _PS3
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#if ALPHACLIP
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float2 texCoord0 : TEXCOORD0;
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#endif
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#if 0
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#if !defined( _X360 ) && !defined( _PS3 ) && defined(SHADER_MODEL_PS_3_0)
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float2 vScreenPos : VPOS;
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#endif
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#endif
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#if COLOR_DEPTH
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float4 vWorldPos_projPosZ : TEXCOORD1;
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#endif
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};
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sampler BaseTextureSampler : register( s0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 color = float4( 1, 0, 0, 1 ); // opaque alpha....the color doesn't matter for this shader
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#if ALPHACLIP
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{
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color = tex2D( BaseTextureSampler, i.texCoord0 );
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float threshold = g_AlphaThreshold;
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#if 0
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// rg - shadow buffer dithering - experimental, but shows promise on large transparent shadow casters. May put this on a combo in CS:GO.
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#if !defined( _X360 ) && !defined( _PS3 ) && defined(SHADER_MODEL_PS_3_0)
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{
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float2 vScreenPos = frac( i.vScreenPos * .5f ) * 2.0f;
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threshold = ( ( vScreenPos.y * 3.0f + ( vScreenPos.y * 2.0f - 1.0f ) * vScreenPos.x * -2.0f ) - 2.0f ) * ( 1.0f / 4.0f );
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threshold = lerp( min( .4f, g_AlphaThreshold ), .9f, threshold );
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}
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#endif
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#endif
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clip( color.a - threshold );
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}
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#endif
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#if ( COLOR_DEPTH == 1 )
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return float4( i.vWorldPos_projPosZ.z / i.vWorldPos_projPosZ.w , 1.0, 1.0, 1.0 );
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#else
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return color;
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#endif
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}
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