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// STATIC: "COLOR_DEPTH" "0..1"
// DYNAMIC: "ALPHACLIP" "0..1"
const float g_AlphaThreshold : register( c0 );
const float2 g_vNearFarPlanes : register( c1 );
#define g_flNearPlane g_vNearFarPlanes.x
#define g_flFarPlane g_vNearFarPlanes.y
struct PS_INPUT
{
#if ALPHACLIP
float2 texCoord0 : TEXCOORD0;
#endif
#if COLOR_DEPTH
float4 vWorldPos_projPosZ : TEXCOORD1;
#endif
};
sampler BaseTextureSampler : register( s0 );
float4 main( PS_INPUT i ) : COLOR
{
float4 color = float4( 1, 0, 0, 1 ); // opaque alpha....the color doesn't matter for this shader
#if ALPHACLIP
color = tex2D( BaseTextureSampler, i.texCoord0 );
clip( color.a - g_AlphaThreshold );
#endif
#if ( COLOR_DEPTH == 1 )
return float4( i.vWorldPos_projPosZ.w / g_flFarPlane, 0.0, 0.0, 1.0 );
#else
return color;
#endif
}
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