forked from aya/aya
59 lines
1.1 KiB
HLSL
59 lines
1.1 KiB
HLSL
#include "common.h"
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struct Appdata
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{
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float4 Position : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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};
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struct VertexOutput
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{
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float4 HPosition : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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#if defined(PIN_FOG)
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float FogFactor : TEXCOORD1;
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#endif
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};
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uniform float4 UIParams; // x = luminance sampling on/off, w = z offset
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TEX_DECLARE2D(DiffuseMap, 0);
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VertexOutput UIVS(Appdata IN)
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{
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VertexOutput OUT = (VertexOutput)0;
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OUT.HPosition = mul(G(ViewProjection), IN.Position);
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OUT.HPosition.z -= UIParams.w; // against z-fighting
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OUT.Uv = IN.Uv;
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OUT.Color = IN.Color;
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#if defined(PIN_FOG)
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OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
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#endif
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return OUT;
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}
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float4 UIPS(VertexOutput IN): COLOR0
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{
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float4 base;
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if (UIParams.x > 0.5)
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base = float4(1, 1, 1,tex2D(DiffuseMap, IN.Uv).r);
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else
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base = tex2D(DiffuseMap, IN.Uv);
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float4 result = IN.Color * base;
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#if defined(PIN_FOG)
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result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
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#endif
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return result;
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}
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