#include "common.h" struct v2p { float2 tc0 : TEXCOORD0; // base half4 c : COLOR0; // diffuse #ifdef USE_SOFT_PARTICLES // Igor: for additional depth dest float4 tctexgen : TEXCOORD1; #endif // USE_SOFT_PARTICLES }; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel uniform sampler s_distort; half4 main ( v2p I ) : COLOR { half4 distort = tex2D (s_distort,I.tc0); half factor = distort.a * dot(I.c.rgb,0.33h); /* #ifdef USE_SOFT_PARTICLES half2 zero = half2( 0.5, 0.5); half alphaDistort; half4 _P = tex2Dproj( s_position, I.tctexgen); half spaceDepth = _P.z - I.tctexgen.z; if (spaceDepth < -0.1h ) spaceDepth = 100000.0h; // Skybox doesn't draw into position buffer alphaDistort = saturate(1.3*spaceDepth); // alphaDistort = 0; distort.xy = lerp ( zero, distort.xy, alphaDistort); #endif // USE_SOFT_PARTICLES */ return half4 (distort.rgb,factor); }