#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; float4 c : COLOR0; // Igor: for additional depth dest #ifdef USE_SOFT_PARTICLES float4 tctexgen : TEXCOORD1; #endif // USE_SOFT_PARTICLES float4 hpos : SV_POSITION; float fog : FOG; }; // Must be less than view near #define DEPTH_EPSILON 0.1h float4 main(v2p I) : SV_Target { float4 result = I.c * s_base.Sample(smp_base, I.tc0); // Igor: additional depth test #ifdef USE_SOFT_PARTICLES float4 Point = GbufferGetPoint(I.hpos.xy); float spaceDepth = Point.z - I.tctexgen.z; result *= Contrast(saturate(spaceDepth * 1.3f), 2.0f); #endif // USE_SOFT_PARTICLES clip(result.a - (0.01f / 255.0f)); result.w *= I.fog; result.xyz *= I.fog; return PushGamma(result); }