CodeWalker/Shaders/ShadowPS.hlsl

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2018-03-14 10:28:58 +08:00
Texture2D<float4> Colourmap : register(t0);
SamplerState TextureSS : register(s0);
cbuffer PSGeomVars : register(b0)
{
uint EnableTexture;
uint EnableTint;
uint IsDecal;
uint Pad3;
}
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
//float3 Normal : NORMAL;
float2 Texcoord : TEXCOORD0;
//float4 Colour : COLOR0;
//float4 Tint : COLOR1;
};
float4 main(VS_OUTPUT input) : SV_TARGET
{
if (EnableTexture == 1)
{
float4 c = Colourmap.Sample(TextureSS, input.Texcoord);
if ((IsDecal == 0) && (c.a <= 0.33)) discard;
if ((IsDecal == 1) && (c.a <= 0.0)) discard;
}
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}