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#ifdef CLASSIC
#include "common.h"
#define LQMAT_FADE_FACTOR (1.0f/300.0f)
#define BEVEL_WIDTH .06
#define PI 3.14159265359
#define BEVEL_FADE_DIST 120
#define BEVEL_FADE_DIST_START 0
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
ATTR_INT4 Extra : COLOR1;
float3 Tangent : TEXCOORD2;
float4 EdgeDistances : TEXCOORD3;
};
struct VertexOutput
{
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
float3 Normal : TEXCOORD2;
float3 Tangent : TEXCOORD3;
float3 Pos : TEXCOORD4;
float3 WorldPos : TEXCOORD5;
float4 LightPosition_Fog : TEXCOORD6;
float4 View_Depth : TEXCOORD7;
float3 PosLightSpace : TEXCOORD8;
float4 EdgeDistances : TEXCOORD9;
float Reflection : TEXCOORD10;
#ifdef CLASSIC_GOURAUD
float3 Diffuse : TEXCOORD11;
float3 Specular : TEXCOORD12;
#endif
};
#ifdef PIN_SKINNED
WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
#endif
#ifdef PIN_DEBUG
uniform float4 DebugColor;
#endif
void Shade(float3 albedo, float3 nn, float3 vn, float ks, float specExpon, float4 light, out float3 diffuse, out float3 specular)
{
float3 ln = normalize(-G(Lamp0Dir));
float3 hn = normalize(ln + vn);
float ndl = dot(nn, ln);
float ndh = dot(nn, hn);
float2 lit0 = lit(ndl, ndh, specExpon).yz;
float3 lampColor = G(Lamp0Color);
diffuse = (light.a * (lampColor * lit0.x) + G(AmbientColor) + light.xyz);
//diffuse += light.a * max(-ndl, 0) * G(Lamp1Color); //the bitch ass light that shines on the backfacing normals remove for less ugly but less robloxeses accuracy
diffuse *= albedo;
specular = (lampColor * lit0.y) * ks * light.a;
}
float3 CalcBevel(float4 edgeDistances, float3 normal, float viewDepth)
{
float4 bevelMultiplier = saturate(BEVEL_WIDTH - edgeDistances) / BEVEL_WIDTH;
float fade = saturate(1 - (viewDepth - BEVEL_FADE_DIST_START) / BEVEL_FADE_DIST);
bevelMultiplier *= fade;
normal += bevelMultiplier.x * float3(.5,0,0);
normal += bevelMultiplier.y * float3(-.5,0,0);
normal += bevelMultiplier.z * float3(0,.5,0);
normal += bevelMultiplier.w * float3(0,-.5,0);
return normalize(normal);
}
float3 DisplaceCoord(float3 pos) //theres a fourth component but later idk
{
float cfactor = 0.980066578; //cos(0.2);
float sfactor = 0.198669331; //sin(0.2);
float cfactor2 = 0.955336489; //cos(0.3);
float sfactor2 = 0.295520207; //sin(0.3);
float cfactor3 = 0.921060994; //cos(0.4);
float sfactor3 = 0.389418342; //sin(0.4);
float3 p = pos.xyz;
float3 shiftPos = p;
shiftPos.x += p.x * cfactor + p.z * sfactor;
shiftPos.z += p.x * -sfactor + p.z * cfactor;
shiftPos.x += p.x * cfactor2 - p.y * sfactor2;
shiftPos.y += p.x * sfactor2 + p.y * cfactor2;
shiftPos.y += p.y * cfactor3 - p.z * sfactor3;
shiftPos.z += p.y * sfactor3 + p.z * cfactor3;
return shiftPos; //return float4(shiftPos,IN.TexPos3D.w);
}
TEX_DECLARE2D(StudsMap, 0);
LGRID_SAMPLER(LightMap, 1);
TEX_DECLARE2D(LightMapLookup, 2);
TEX_DECLARE2D(ShadowMap, 3);
TEX_DECLARECUBE(EnvironmentMap, 4);
TEX_DECLARE2D(DiffuseMap, 5);
TEX_DECLARE2D(NormalMap, 6);
TEX_DECLARE3D(SpecularMap, 7);
#ifndef GLSLES
TEX_DECLARE2D(NormalDetailMap, 8);
#endif
VertexOutput DefaultVS(Appdata IN, out float4 HPosition: POSITION)
{
VertexOutput OUT = (VertexOutput)0;
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = IN.Extra.r;
float4 worldRow0 = WorldMatrixArray[boneIndex * 3];
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
float3 normalWorld = float3(dot(worldRow0.xyz, IN.Normal), dot(worldRow1.xyz, IN.Normal), dot(worldRow2.xyz, IN.Normal));
OUT.Tangent = float3(dot(worldRow0.xyz, IN.Tangent), dot(worldRow1.xyz, IN.Tangent), dot(worldRow2.xyz, IN.Tangent));
#else
//OUT.Pos = mul(transpose(worldMatrix), IN.Position).xyz; // IN.position
float3 posWorld = IN.Position.xyz;
float3 normalWorld = IN.Normal;
OUT.Tangent = IN.Tangent;
#endif
OUT.Pos = IN.Position.xyz;
OUT.WorldPos = posWorld;
//posWorld.xy += sin(posWorld.yx * .05) * 5;
//float scale = 6;
//posWorld.y *= 6;
//posWorld.y -= G(CameraPosition).y * (scale - 1);
float4 color = IN.Color;
HPosition = mul(G(ViewProjection), float4(posWorld, 1));
OUT.Normal = normalWorld;
OUT.Uv = IN.Uv;
OUT.UvStuds.xy = IN.UvStuds;
OUT.Color = color;
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - HPosition.w) * G(FogParams).w);
OUT.View_Depth = float4(G(CameraPosition).xyz - posWorld, HPosition.w);
#ifdef CLASSIC_GOURAUD
float4 albedo = color;
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), OUT.LightPosition_Fog.xyz);
Shade(float3(1,1,1), normalize(OUT.Normal), normalize(OUT.View_Depth.xyz), .71, 81, light, OUT.Diffuse, OUT.Specular);
#endif
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
//float4 edgeDistances = IN.EdgeDistances*G(FadeDistance_GlowFactor).z + 0.5 * OUT.View_Depth.w * G(FadeDistance_GlowFactor).y;
OUT.Reflection = IN.Extra.a / 255.f;
OUT.EdgeDistances = IN.EdgeDistances;
#endif
OUT.PosLightSpace.xyz = shadowPrepareSample(posWorld);
return OUT;
}
#ifdef PIN_SURFACE
struct SurfaceInput
{
float4 Color;
float2 Uv;
float2 UvStuds;
#ifdef PIN_REFLECTION
float Reflectance;
#endif
};
struct Surface
{
float3 albedo;
float3 normal;
float specular;
float gloss;
float reflectance;
};
Surface surfaceShader(SurfaceInput IN, float2 fade);
Surface surfaceShaderExec(VertexOutput IN)
{
SurfaceInput SIN;
SIN.Color = IN.Color;
SIN.Uv = IN.Uv.xy;
SIN.UvStuds = IN.UvStuds.xy;
#ifdef PIN_REFLECTION
SIN.Reflectance = IN.Reflection;
#endif
float2 fade;
fade.x = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR );
fade.y = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y );
return surfaceShader(SIN, fade);
}
#endif
uniform float4 LqmatFarTilingFactor; // material tiling factor for low-quality shader, must be the same as CFG_FAR_TILING
float4 sampleFar1(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return tex2D(s, uv);
#else
if (cutoff == 0)
return tex2D(s, uv);
else
{
float cscale = 1 / (1 - cutoff);
return lerp(tex2D(s, uv * (LqmatFarTilingFactor.xy) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
//#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
float4 sampleWangSimple(TEXTURE_IN_2D(s), float2 uv)
{
float2 wangUv;
float4 wangUVDerivatives;
getWang(TEXTURE_WANG(NormalDetailMap), uv, 1, wangUv, wangUVDerivatives);
return sampleWang(TEXTURE(s), wangUv, wangUVDerivatives);
}
//#endif
#ifndef ALREADY_HAS_PS
#define SPEC_EXPON 81 //81
#define KS .75
#define FADE_DIST 500
#define FADE_DIST_START 0
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
float normalStrength = .4;
float fade = saturate(normalStrength - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST);
float3 nn = normalize(IN.Normal);
float4 edgeDistances = IN.EdgeDistances;
float4 albedo = IN.Color;
float2 uv;
#ifndef PIN_MESH
uv = IN.Uv;
float3x3 normalMatrix = {
IN.Tangent.xyz,
cross(nn, IN.Tangent.xyz),
nn
};
//tn = tex2D(NormalMap, uv) - .5;//studs normal
float3 tn = float3(0,0,.5);
tn = lerp(float3(0, 0, .5), tn, fade);
tn = CalcBevel(edgeDistances, tn, IN.View_Depth.w);
nn = mul(tn, normalMatrix);
float4 colorTex = tex2D(DiffuseMap, uv);
albedo *= colorTex;
//albedo = lerp(albedo, colorTex.xyz, colorTex.w);//studs normal
//albedo += (colorTex.x * 2 - 1) * .07;//studs normal
#else
uv = IN.Uv;
float4 colorTex = tex2D(DiffuseMap, uv);
albedo *= colorTex;
#endif
float3 vn = normalize(IN.View_Depth.xyz);
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
float3 diffusePhong;
float3 diffuse;
float3 specularPhong;
float3 specular;
#ifdef CLASSIC_GOURAUD
diffuse = lerp(diffusePhong, IN.Diffuse * albedo.rgb, 1.0);
specular = lerp(specularPhong, IN.Specular, 1.0);
#else
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffusePhong, specularPhong);
diffuse = diffusePhong;
specular = specularPhong;
#endif
#ifndef PIN_MESH
//diffuse = lerp(diffuse, colorTex.xyz, colorTex.w);
#endif
float3 result = diffuse + specular;
#ifdef PIN_REFLECTION
float3 reflection = texCUBE(EnvironmentMap, reflect(-vn, nn)).rgb;
result = lerp(result, reflection, IN.Reflection);
#endif
float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w);
result = lerp(G(FogColor), result, fogAlpha);
oColor0 = float4(result, albedo.a);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#endif
#else
#include "common.h"
#define LQMAT_FADE_FACTOR (1.0f/300.0f)
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
ATTR_INT4 Extra : COLOR1;
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD2;
#endif
float4 EdgeDistances : TEXCOORD3;
};
struct VertexOutput
{
float4 Uv_EdgeDistance1 : TEXCOORD0;
float4 UvStuds_EdgeDistance2 : TEXCOORD1;
float4 Color : COLOR0;
float4 LightPosition_Fog : TEXCOORD2;
float4 View_Depth : TEXCOORD3;
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 Normal_SpecPower : TEXCOORD4;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD5;
#else
float4 Diffuse_Specular : COLOR1;
#endif
float4 PosLightSpace_Reflectance: TEXCOORD6;
};
#ifdef PIN_SKINNED
WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
#endif
#ifdef PIN_DEBUG
uniform float4 DebugColor;
#endif
VertexOutput DefaultVS(Appdata IN, out float4 HPosition: POSITION)
{
VertexOutput OUT = (VertexOutput)0;
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = IN.Extra.r;
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
float3 normalWorld = float3(dot(worldRow0.xyz, IN.Normal), dot(worldRow1.xyz, IN.Normal), dot(worldRow2.xyz, IN.Normal));
#else
float3 posWorld = IN.Position.xyz;
float3 normalWorld = IN.Normal;
#endif
// Decode diffuse/specular parameters; encoding depends on the skinned flag due to vertex declaration differences
#if defined(PIN_DEBUG)
float4 color = DebugColor;
#else
float4 color = IN.Color;
#endif
float specularIntensity = IN.Extra.g / 255.f;
float specularPower = IN.Extra.b;
float ndotl = dot(normalWorld, -G(Lamp0Dir));
#ifdef PIN_HQ
// We'll calculate specular in pixel shader
float2 lt = float2(saturate(ndotl), (ndotl > 0));
#else
// Using lit here improves performance on software vertex shader implementations
float2 lt = lit(ndotl, dot(normalize(-G(Lamp0Dir) + normalize(G(CameraPosition).xyz - posWorld.xyz)), normalWorld), specularPower).yz;
#endif
HPosition = mul(G(ViewProjection), float4(posWorld, 1));
OUT.Uv_EdgeDistance1.xy = IN.Uv;
OUT.UvStuds_EdgeDistance2.xy = IN.UvStuds;
OUT.Color = color;
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - HPosition.w) * G(FogParams).w);
OUT.View_Depth = float4(G(CameraPosition).xyz - posWorld, HPosition.w);
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 edgeDistances = IN.EdgeDistances*G(FadeDistance_GlowFactor).z + 0.5 * OUT.View_Depth.w * G(FadeDistance_GlowFactor).y;
OUT.Uv_EdgeDistance1.zw = edgeDistances.xy;
OUT.UvStuds_EdgeDistance2.zw = edgeDistances.zw;
OUT.Normal_SpecPower = float4(normalWorld, specularPower);
OUT.PosLightSpace_Reflectance.w = IN.Extra.a / 255.f;
#endif
#ifdef PIN_SURFACE
#ifdef PIN_SKINNED
float3 tangent = float3(dot(worldRow0.xyz, IN.Tangent), dot(worldRow1.xyz, IN.Tangent), dot(worldRow2.xyz, IN.Tangent));
#else
float3 tangent = IN.Tangent;
#endif
OUT.Tangent = tangent;
#else
float3 diffuse = lt.x * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
OUT.Diffuse_Specular = float4(diffuse, lt.y * specularIntensity);
#endif
OUT.PosLightSpace_Reflectance.xyz = shadowPrepareSample(posWorld);
return OUT;
}
#ifdef PIN_SURFACE
struct SurfaceInput
{
float4 Color;
float2 Uv;
float2 UvStuds;
#ifdef PIN_REFLECTION
float Reflectance;
#endif
};
struct Surface
{
float3 albedo;
float3 normal;
float specular;
float gloss;
float reflectance;
};
Surface surfaceShader(SurfaceInput IN, float2 fade);
Surface surfaceShaderExec(VertexOutput IN)
{
SurfaceInput SIN;
SIN.Color = IN.Color;
SIN.Uv = IN.Uv_EdgeDistance1.xy;
SIN.UvStuds = IN.UvStuds_EdgeDistance2.xy;
#ifdef PIN_REFLECTION
SIN.Reflectance = IN.PosLightSpace_Reflectance.w;
#endif
float2 fade;
fade.x = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR );
fade.y = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y );
return surfaceShader(SIN, fade);
}
#endif
TEX_DECLARE2D(StudsMap, 0);
LGRID_SAMPLER(LightMap, 1);
TEX_DECLARE2D(LightMapLookup, 2);
TEX_DECLARE2D(ShadowMap, 3);
TEX_DECLARECUBE(EnvironmentMap, 4);
TEX_DECLARE2D(DiffuseMap, 5);
TEX_DECLARE2D(NormalMap, 6);
TEX_DECLARE2D(SpecularMap, 7);
#ifndef GLSLES
TEX_DECLARE2D(NormalDetailMap, 8);
#endif
uniform float4 LqmatFarTilingFactor; // material tiling factor for low-quality shader, must be the same as CFG_FAR_TILING
float4 sampleFar1(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return tex2D(s, uv);
#else
if (cutoff == 0)
return tex2D(s, uv);
else
{
float cscale = 1 / (1 - cutoff);
return lerp(tex2D(s, uv * (LqmatFarTilingFactor.xy) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
float4 sampleWangSimple(TEXTURE_IN_2D(s), float2 uv)
{
float2 wangUv;
float4 wangUVDerivatives;
getWang(TEXTURE_WANG(NormalDetailMap), uv, 1, wangUv, wangUVDerivatives);
return sampleWang(TEXTURE(s), wangUv, wangUVDerivatives);
}
#endif
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
// Compute albedo term
#ifdef PIN_SURFACE
Surface surface = surfaceShaderExec(IN);
float4 albedo = float4(surface.albedo, IN.Color.a);
float3 bitangent = cross(IN.Normal_SpecPower.xyz, IN.Tangent.xyz);
float3 normal = normalize(surface.normal.x * IN.Tangent.xyz + surface.normal.y * bitangent + surface.normal.z * IN.Normal_SpecPower.xyz);
float ndotl = dot(normal, -G(Lamp0Dir));
float3 diffuseIntensity = saturate0(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
float specularIntensity = step(0, ndotl) * surface.specular;
float specularPower = surface.gloss;
float reflectance = surface.reflectance;
#elif PIN_LOWQMAT
#ifndef CFG_FAR_DIFFUSE_CUTOFF
#define CFG_FAR_DIFFUSE_CUTOFF (0.6f)
#endif
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
float4 albedo = sampleWangSimple(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy);
#else
float fade = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR);
float4 albedo = sampleFar1(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy, fade, CFG_FAR_DIFFUSE_CUTOFF);
#endif
albedo.rgb = lerp(float3(1, 1, 1), IN.Color.rgb, albedo.a ) * albedo.rgb;
albedo.a = IN.Color.a;
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
float specularIntensity = IN.Diffuse_Specular.w;
float reflectance = 0;
#else
#ifdef PIN_PLASTIC
float4 studs = tex2D(StudsMap, IN.UvStuds_EdgeDistance2.xy);
float4 albedo = float4(IN.Color.rgb * (studs.r * 2), IN.Color.a);
#else
float4 albedo = tex2D(DiffuseMap, IN.Uv_EdgeDistance1.xy) * IN.Color;
#endif
#ifdef PIN_HQ
float3 normal = normalize(IN.Normal_SpecPower.xyz);
float specularPower = IN.Normal_SpecPower.w;
#elif defined(PIN_REFLECTION)
float3 normal = IN.Normal_SpecPower.xyz;
#endif
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
float specularIntensity = IN.Diffuse_Specular.w;
#ifdef PIN_REFLECTION
float reflectance = IN.PosLightSpace_Reflectance.w;
#endif
#endif
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
float shadow = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace_Reflectance.xyz, light.a);
// Compute reflection term
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
float3 reflection = texCUBE(EnvironmentMap, reflect(-IN.View_Depth.xyz, normal)).rgb;
albedo.rgb = lerp(albedo.rgb, reflection.rgb, reflectance);
#endif
// Compute diffuse term
float3 diffuse = (G(AmbientColor) + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
// Compute specular term
#ifdef PIN_HQ
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + normalize(IN.View_Depth.xyz)))), specularPower));
#else
float3 specular = G(Lamp0Color) * (specularIntensity * shadow);
#endif
// Combine
oColor0.rgb = diffuse.rgb + specular.rgb;
oColor0.a = albedo.a;
#ifdef PIN_HQ
float ViewDepthMul = IN.View_Depth.w * G(FadeDistance_GlowFactor).y;
float outlineFade = saturate1( ViewDepthMul * G(OutlineBrightness_ShadowInfo).x + G(OutlineBrightness_ShadowInfo).y);
float2 minIntermediate = min(IN.Uv_EdgeDistance1.wz, IN.UvStuds_EdgeDistance2.wz);
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / ViewDepthMul;
oColor0.rgb *= saturate1(outlineFade *(1.5 - minEdgesPlus) + minEdgesPlus);
#endif
float fogAlpha = saturate(IN.LightPosition_Fog.w);
#ifdef PIN_NEON
oColor0.rgb = IN.Color.rgb * G(FadeDistance_GlowFactor).w;
oColor0.a = 1 - fogAlpha * IN.Color.a;
diffuse.rgb = 0;
specular.rgb = 0;
#endif
oColor0.rgb = lerp(G(FogColor), oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#endif