#if ( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) ) #define EXTEND_F_DEFFER #endif #include "common.h" #include "sload.h" struct p_particle { float4 color : COLOR0; p_flat base; }; #ifdef MSAA_ALPHATEST_DX10_1_ATOC f_deffer main ( p_particle II, float4 pos2d : SV_Position ) #else // MSAA_ALPHATEST_DX10_1_ATOC f_deffer main ( p_particle II ) #endif // MSAA_ALPHATEST_DX10_1_ATOC { f_deffer O; p_flat I; I=II.base; // 1. Base texture + kill pixels with low alpha // float4 D = tex2D (s_base, I.tcdh); #if defined(MSAA_ALPHATEST_DX10_1) uint mask = 0x0; float2 ddx_base = ddx( I.tcdh ); float2 ddy_base = ddy( I.tcdh ); float2 pixeloffset = MSAAOffsets[0]*(1.0/16.0); float2 texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base; float4 D = s_base.Sample( smp_base, I.tcdh + texeloffset ); D *= II.color; if( D.w-def_aref >= 0 ) mask |= 0x1; [unroll] for( int i = 1; i < MSAA_SAMPLES; ++i ) { pixeloffset = MSAAOffsets[i]*(1.0/16.0); texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base; float4 DI = s_base.Sample( smp_base, I.tcdh+ texeloffset ); DI *= II.color; if( DI.w-def_aref >= 0 ) mask |= ( uint(0x1) << i ); } if( mask == 0x0 ) discard; #else float4 D = s_base.Sample( smp_base, I.tcdh); D *= II.color; #ifdef MSAA_ALPHATEST_DX10_1_ATOC float alpha = (D.w-def_aref*0.5f)/(1-def_aref*0.5f); uint mask = alpha_to_coverage ( alpha, pos2d ); #else // MSAA_ALPHATEST_DX10_1_ATOC clip (D.w-def_aref); #endif // MSAA_ALPHATEST_DX10_1_ATOC #endif // 2. Standart output float4 Ne = float4 (normalize((float3)I.N.xyz) , I.position.w ); #ifndef EXTEND_F_DEFFER O = pack_gbuffer( Ne, float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , xmaterial ), float4 (D.xyz, def_gloss) ); // OUT: rgb.gloss #else O = pack_gbuffer( Ne, float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , xmaterial ), float4 (D.xyz, def_gloss), mask ); // OUT: rgb.gloss #endif return O; }