e4s-sdk/gamedata/shaders/r3/copy_p.ps
2026-06-17 23:06:51 +03:00

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PostScript

#include "common.h"
#ifndef ISAMPLE
#define ISAMPLE 0
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
// TODO: DX10: move to load instead of sample (will need to provide integer texture coordinates)
#ifdef MSAA_OPTIMIZATION
float4 main ( float4 tc : TEXCOORD0, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( float4 tc : TEXCOORD0 ) : SV_Target
#endif
{
//return tex2Dproj (s_base,tc);
// Perform texture coordinates projection.
tc.xy /= tc.w;
#ifndef USE_MSAA
return s_generic.Sample( smp_nofilter, tc );
#else
#ifdef MSAA_OPTIMIZATION
return s_generic.Load( int3( tc * pos_decompression_params2.xy, 0 ), iSample );
#else
return s_generic.Load( int3( tc * pos_decompression_params2.xy, 0 ), ISAMPLE );
#endif
#endif
}