e4s-game/gamedata/shaders/r2/model_scope_lense_night.ps.hlsl
2026-06-18 01:18:29 +03:00

45 lines
1.2 KiB
HLSL

#include "common.hlsli"
#include "pnv.hlsli"
struct v2p
{
float2 tc0: TEXCOORD0; // base
float3 tc1: TEXCOORD1; // environment
float4 c0: COLOR0; // sun.(fog*fog)
};
//////////////////////////////////////////////////////////////////////////////////////////
float resize(float input, float factor, float offset)
{
return (input-0.5f+offset) / factor+0.5f-offset;
}
// Pixel
uniform float4 m_hud_params;
uniform sampler2D s_vp2;
float4 main ( v2p I ) : COLOR
{
float4 t_base = tex2D (s_base, I.tc0); // Òåêñòóðà ñåòêè
//ñäâèã îò ñîñòîÿíèÿ îðóæèÿ
I.tc0.x = I.tc0.x+m_zoom_deviation.x;
I.tc0.y = I.tc0.y+m_zoom_deviation.y;
// Ðàñòÿãèâàåì êàðòèíêó â ëèíçå òàê, ÷òîáû íà ëþáîì ðàçðåøåíèè ýêðàíà áûëè ïðàâèëüíûå ïðîïîðöèè
I.tc0.x = resize(I.tc0.x, screen_res.x/screen_res.y, 0);
float4 t_vp2 = tex2D (s_vp2, I.tc0); // Èçîáðàæåíèå ñî âòîðîãî âüþïîðòà
float3 final = float3(0, 0, 0);
//** Íî÷íîé ðåæèì **// //Çåëåíûé ÏÍÂ
t_vp2.rgb = calc_night_vision_effect(I.tc0, t_vp2, float3(1.0, 2.0, 1.0));
// Ìèêñóåì ñ ñåòêîé
final = lerp (t_vp2, t_base, t_base.a);
// out
return float4 (final.r, final.g, final.b, min(m_hud_params.y, m_hud_params.a));
}