#include "common.h" #include "lmodel.h" //#include "shadow.h" #ifndef ISAMPLE #define ISAMPLE 0 #endif #ifndef USE_MSAA Texture2D s_patched_normal; #else Texture2DMS< float4, MSAA_SAMPLES > s_patched_normal; #endif #ifdef MSAA_OPTIMIZATION float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target #endif { #ifndef USE_MSAA float Gloss = s_patched_normal.Sample( smp_nofilter, tc ).a; #else #ifndef MSAA_OPTIMIZATION float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), ISAMPLE ).a; #else float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), iSample).a; #endif #endif // float ColorIntencity = 1 - Gloss*0.5; float ColorIntencity = 1 - sqrt(Gloss); // ColorIntencity = max (ColorIntencity, 0.75); ColorIntencity = max (ColorIntencity, 0.5); // float ColorIntencity = (Gloss-0.1)/(Gloss+0.00001); // ColorIntencity = min (ColorIntencity, 1); //return float4(1,1,1,Gloss); return float4( ColorIntencity, ColorIntencity, ColorIntencity, Gloss*0.8); }