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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// DYNAMIC: "HDRENABLED" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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#if( HASSTATICTEXTURE )
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sampler StaticTextureSampler : register( s0 );
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# if( HASALPHAMASK )
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sampler AlphaMaskSampler : register( s1 );
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# endif
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#else
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# if( HASALPHAMASK )
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sampler AlphaMaskSampler : register( s0 );
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# endif
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#endif
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struct PS_INPUT
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{
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float4 vProjPos : POSITION;
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//vStaticTexCoord and vAlphaMaskTexCoord are the same numbers, but we need to map TEXCOORD0 to sampler 0, and TEXCOORD1 to sampler1. ps11 compatibility issue
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#if( HASSTATICTEXTURE )
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float2 vStaticTexCoord : TEXCOORD0;
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# if( HASALPHAMASK )
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float2 vAlphaMaskTexCoord : TEXCOORD1;
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# endif
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#else
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# if( HASALPHAMASK )
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float2 vAlphaMaskTexCoord : TEXCOORD0;
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# else
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float2 vUnusedTexCoord1 : TEXCOORD0;
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# endif
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float2 vUnusedTexCoord2 : TEXCOORD1;
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF4 result;
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# if( HASSTATICTEXTURE )
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result.rgb = tex2D( StaticTextureSampler, i.vStaticTexCoord ).rgb;
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# else
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result.rgb = 0.25; //without a static texture, just be gray
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# endif
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# if( HASALPHAMASK )
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result.a = min( g_StaticAmount.x, tex2D( AlphaMaskSampler, i.vAlphaMaskTexCoord ).a ); //when static reaches 0, fades away completely, also never exceeds the mask's alpha
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# else
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result.a = g_StaticAmount.x; //when static reaches 0, fades away completely
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# endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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