CodeWalker/CodeWalker.Shaders/CablePS.hlsl

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2017-09-21 18:33:05 +08:00
#include "Shadowmap.hlsli"
Texture2D<float4> Colourmap : register(t0);
SamplerState TextureSS : register(s0);
cbuffer PSSceneVars : register(b0)
{
ShaderGlobalLightParams GlobalLights;
uint EnableShadows;
uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
uint RenderModeIndex;
uint RenderSamplerCoord;
}
cbuffer PSGeomVars : register(b2)
{
uint EnableTexture;
uint EnableTint;
uint Pad100;
uint Pad101;
}
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float2 Texcoord2 : TEXCOORD2;
float4 Shadows : TEXCOORD3;
float4 LightShadow : TEXCOORD4;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float4 Tint : COLOR2;
float4 Tangent : TANGENT;
};
float4 main(VS_OUTPUT input) : SV_TARGET
{
float4 c = float4(0.2, 0.2, 0.2, 1);
if (EnableTexture == 1)
{
float2 texc = input.Texcoord0;
if (RenderMode >= 5)
{
if (RenderSamplerCoord == 2) texc = input.Texcoord1;
else if (RenderSamplerCoord == 3) texc = input.Texcoord2;
}
c = Colourmap.Sample(TextureSS, texc);
//c = Depthmap.SampleLevel(DepthmapSS, input.Texcoord, 0); c.a = 1;
//if ((IsDecal == 0) && (c.a <= 0.33)) discard;
//if ((IsDecal == 1) && (c.a <= 0.0)) discard;
//if(IsDecal==0) c.a = 1;
c.a = 1;
}
//else //if(RenderMode!=8)//
//{
// c = float4(input.Colour0.rgb, 1);
//}
if (EnableTint > 0)
{
c.rgb *= input.Tint.rgb;
}
//if (IsDecal == 1)
//{
// c.a *= input.Colour0.a;
//}
float3 norm = normalize(input.Normal);
if (RenderMode == 1) //normals
{
c.rgb = norm*0.5+0.5;
}
else if (RenderMode == 2) //tangents
{
c.rgb = normalize(input.Tangent.rgb)*0.5+0.5;
}
else if (RenderMode == 3) //colours
{
c.rgb = input.Colour0.rgb;
if (RenderModeIndex == 2) c.rgb = input.Colour1.rgb;
}
else if (RenderMode == 4) //texcoords
{
c.rgb = float3(input.Texcoord0, 0);
if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0);
if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0);
}
c.rgb = FullLighting(c.rgb, 0, norm, input.Colour0, GlobalLights, EnableShadows, input.Shadows.x, input.LightShadow);
c.a = saturate(c.a);
return c;
}