TombEngine/TR5Main/Shaders/DX11_Hairs.fx
2020-07-18 14:53:26 +02:00

43 lines
No EOL
859 B
HLSL

#include "./CameraMatrixBuffer.hlsli"
cbuffer MiscBuffer : register(b3)
{
int AlphaTest;
};
#include "./VertexInput.hlsli"
struct PixelShaderInput
{
float4 Position: SV_POSITION;
float3 Normal: NORMAL;
float2 UV: TEXCOORD;
float4 Color: COLOR;
};
Texture2D Texture;
SamplerState Sampler;
PixelShaderInput VS(VertexShaderInput input)
{
PixelShaderInput output;
output.Position = mul(float4(input.Position, 1.0f), ViewProjection);
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
return output;
}
float4 PS(PixelShaderInput input) : SV_TARGET
{
float4 output = Texture.Sample(Sampler, input.UV);
if (AlphaTest)
clip(output.w - 0.5f);
float3 colorMul = min(input.Color.xyz, 1.0f) * 2.0f;
output.xyz = output.xyz * colorMul.xyz;
output.w = 1.0f;
return output;
}