32 lines
753 B
HLSL
32 lines
753 B
HLSL
#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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float4 c : COLOR0; // diffuse
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#ifdef USE_SOFT_PARTICLES
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// Igor: for additional depth dest
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float4 tctexgen : TEXCOORD1;
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#endif // USE_SOFT_PARTICLES
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float4 hpos : SV_POSITION;
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};
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// Pixel
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Texture2D s_distort;
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float4 main(v2p I) : SV_Target
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{
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float4 distort = s_distort.Sample(smp_linear, I.tc0);
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float factor = distort.w * dot(I.c.xyz, 0.3333f);
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// #ifdef USE_SOFT_PARTICLES
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// float4 Point = GbufferGetPoint(I.hpos.xy);
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// float spaceDepth = Point.z - I.tctexgen.z;
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// factor *= Contrast(saturate(spaceDepth * 1.3f), 2.0f);
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// #endif // USE_SOFT_PARTICLES
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return float4(distort.xyz, factor);
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}
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