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gamedata/shaders/r2/deffer_particle.ps.hlsl
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gamedata/shaders/r2/deffer_particle.ps.hlsl
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#include "common.hlsli"
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#include "sload.hlsli"
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struct p_particle
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{
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float4 color : COLOR0;
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p_flat base;
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};
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f_deffer main(p_particle II)
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{
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f_deffer O;
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p_flat I;
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I = II.base;
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// 1. Base texture + kill pixels with low alpha
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float4 D = tex2D(s_base, I.tcdh);
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D *= II.color;
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clip(D.w - def_aref);
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// 2. Standart output
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float4 Ne = float4(normalize((float3)I.N.xyz), I.position.w);
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O = pack_gbuffer(Ne, float4(I.position.xyz, xmaterial), float4(D.xyz, def_gloss));
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return O;
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}
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