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gamedata/shaders/editor/impl_dt.ps.hlsl
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35
gamedata/shaders/editor/impl_dt.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float2 tc1 : TEXCOORD1; // lmap
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float2 tc2 : TEXCOORD2; // detail
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};
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uniform sampler2D s_mask; //
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uniform sampler2D s_dt_r; //
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uniform sampler2D s_dt_g; //
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uniform sampler2D s_dt_b; //
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uniform sampler2D s_dt_a; //
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 t_base = tex2D(s_base, I.tc0);
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float4 mask = tex2D(s_mask, I.tc0);
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float mag = dot(mask, 1);
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mask = mask / mag;
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float3 d_R = tex2D(s_dt_r, I.tc2) * mask.r;
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float3 d_G = tex2D(s_dt_g, I.tc2) * mask.g;
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float3 d_B = tex2D(s_dt_b, I.tc2) * mask.b;
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float3 d_A = tex2D(s_dt_a, I.tc2) * mask.a;
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float3 dt = d_R + d_G + d_B + d_A;
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t_base.xyz *= 2.0f * dt;
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// out
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return float4(t_base.xyz, 1);
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}
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