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

79 lines
2.1 KiB
PostScript

#if ( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
#define EXTEND_F_DEFFER
#endif
#include "common.h"
#include "sload.h"
struct p_particle
{
float4 color : COLOR0;
p_flat base;
};
#ifdef MSAA_ALPHATEST_DX10_1_ATOC
f_deffer main ( p_particle II, float4 pos2d : SV_Position )
#else // MSAA_ALPHATEST_DX10_1_ATOC
f_deffer main ( p_particle II )
#endif // MSAA_ALPHATEST_DX10_1_ATOC
{
f_deffer O;
p_flat I; I=II.base;
// 1. Base texture + kill pixels with low alpha
// float4 D = tex2D (s_base, I.tcdh);
#if defined(MSAA_ALPHATEST_DX10_1)
uint mask = 0x0;
float2 ddx_base = ddx( I.tcdh );
float2 ddy_base = ddy( I.tcdh );
float2 pixeloffset = MSAAOffsets[0]*(1.0/16.0);
float2 texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
float4 D = s_base.Sample( smp_base, I.tcdh + texeloffset );
D *= II.color;
if( D.w-def_aref >= 0 ) mask |= 0x1;
[unroll] for( int i = 1; i < MSAA_SAMPLES; ++i )
{
pixeloffset = MSAAOffsets[i]*(1.0/16.0);
texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
float4 DI = s_base.Sample( smp_base, I.tcdh+ texeloffset );
DI *= II.color;
if( DI.w-def_aref >= 0 ) mask |= ( uint(0x1) << i );
}
if( mask == 0x0 )
discard;
#else
float4 D = s_base.Sample( smp_base, I.tcdh);
D *= II.color;
#ifdef MSAA_ALPHATEST_DX10_1_ATOC
float alpha = (D.w-def_aref*0.5f)/(1-def_aref*0.5f);
uint mask = alpha_to_coverage ( alpha, pos2d );
#else // MSAA_ALPHATEST_DX10_1_ATOC
clip (D.w-def_aref);
#endif // MSAA_ALPHATEST_DX10_1_ATOC
#endif
// 2. Standart output
float4 Ne = float4 (normalize((float3)I.N.xyz) , I.position.w );
#ifndef EXTEND_F_DEFFER
O = pack_gbuffer(
Ne,
float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , xmaterial ),
float4 (D.xyz, def_gloss) ); // OUT: rgb.gloss
#else
O = pack_gbuffer(
Ne,
float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , xmaterial ),
float4 (D.xyz, def_gloss),
mask ); // OUT: rgb.gloss
#endif
return O;
}