44 lines
No EOL
1.2 KiB
PostScript
44 lines
No EOL
1.2 KiB
PostScript
#include "common.h"
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#include "lmodel.h"
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//#include "shadow.h"
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#ifndef ISAMPLE
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#define ISAMPLE 0
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#endif
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#ifndef USE_MSAA
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Texture2D s_patched_normal;
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#else
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Texture2DMS< float4, MSAA_SAMPLES > s_patched_normal;
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#endif
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
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#endif
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{
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#ifndef USE_MSAA
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float Gloss = s_patched_normal.Sample( smp_nofilter, tc ).a;
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#else
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#ifndef MSAA_OPTIMIZATION
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float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), ISAMPLE ).a;
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#else
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float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), iSample).a;
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#endif
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#endif
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// float ColorIntencity = 1 - Gloss*0.5;
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float ColorIntencity = 1 - sqrt(Gloss);
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// ColorIntencity = max (ColorIntencity, 0.75);
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ColorIntencity = max (ColorIntencity, 0.5);
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// float ColorIntencity = (Gloss-0.1)/(Gloss+0.00001);
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// ColorIntencity = min (ColorIntencity, 1);
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//return float4(1,1,1,Gloss);
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return float4( ColorIntencity, ColorIntencity, ColorIntencity, Gloss*0.8);
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} |