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https://github.com/GTAmodding/re3.git
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35 lines
827 B
HLSL
35 lines
827 B
HLSL
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struct VS_out {
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float4 Position : POSITION;
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float3 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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float4 Color : COLOR0;
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float4 ReflColor : COLOR1;
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};
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sampler2D tex0 : register(s0);
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sampler2D tex1 : register(s1);
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float4 fogColor : register(c0);
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float4 main(VS_out input) : COLOR
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{
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float4 pass1 = input.Color;
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//#ifdef TEX
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pass1 *= tex2D(tex0, input.TexCoord0.xy);
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//#endif
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float3 envmap = tex2D(tex1, input.TexCoord1).rgb;
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pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a);
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// pass1.rgb = envmap;
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// pass1.rgb *= input.ReflColor.a;
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pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
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// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z;
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float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z;
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float4 color;
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color.rgb = pass1.rgb*pass1.a + pass2;
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color.a = pass1.a;
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return color;
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}
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