e4s-sdk/gamedata/shaders/r2/particle.ps.hlsl
2026-06-17 23:06:51 +03:00

42 lines
1.1 KiB
HLSL

#include "common.hlsli"
struct v2p
{
float2 tc0 : TEXCOORD0; // base
float4 c : COLOR0; // diffuse
#ifdef USE_SOFT_PARTICLES
// Igor: for additional depth dest
float4 tctexgen : TEXCOORD1;
#endif // USE_SOFT_PARTICLES
float fog : FOG;
};
// Must be less than view near
#define DEPTH_EPSILON 0.1f
// Pixel
float4 main(v2p I) : COLOR
{
float4 result = I.c * tex2D(s_base, I.tc0);
// Igor: additional depth test
#ifdef USE_SOFT_PARTICLES
float4 _P = tex2Dproj(s_position, I.tctexgen);
float spaceDepth = _P.z - I.tctexgen.z - DEPTH_EPSILON;
if (spaceDepth < -2.0f * DEPTH_EPSILON)
{
spaceDepth = 100000.0f; // Skybox doesn't draw into position buffer
}
// result.a *= saturate(spaceDepth*0.3h);
result.a *= Contrast(saturate(spaceDepth * 1.3f), 2.0f);
result.rgb *= Contrast(saturate(spaceDepth * 1.3f), 2.0f);
// result = Contrast( saturate(spaceDepth*1.3h), 2);
// result = saturate (spaceDepth*5.0);
// result.a = 1;
#endif // USE_SOFT_PARTICLES
clip(result.a - (0.01f / 255.0f));
result.w *= I.fog;
return result;
}