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cool-source-archive/materialsystem/stdshadersdx11/bik_ps40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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// DYNAMIC: "PIXELFOGTYPE" "0..0"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()]
#include "common_ps_fxc.h"
Texture2D YTexture : register(t0);
SamplerState YSampler : register( s0 );
Texture2D cRTexture : register(t1);
SamplerState cRSampler : register( s1 );
Texture2D cBTexture : register(t2);
SamplerState cBSampler : register( s2 );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0;
//HALF4 worldPos_projPosZ : TEXCOORD1;
//float4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : SV_TARGET
{
half y, cR, cB;
y = YTexture.Sample( YSampler, i.baseTexCoord.xy );
cR = cRTexture.Sample( cRSampler, i.baseTexCoord.xy );
cB = cBTexture.Sample( cBSampler, i.baseTexCoord.xy );
HALF4 c;
c = float4( y, cR, cB, 1.0f );
float4 tor = float4( 1.164123535f, 1.595794678f, 0.0f, -0.87065506f );
float4 tog = float4( 1.164123535f, -0.813476563f, -0.391448975f, 0.529705048f );
float4 tob = float4( 1.164123535f, 0.0f, 2.017822266f, -1.081668854f );
HALF4 rgba;
rgba.r = dot( c, tor );
rgba.g = dot( c, tog );
rgba.b = dot( c, tob );
rgba.a = 1.0f;
//float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
float4 result = rgba;
return result;
}