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// STATIC: "ADDBASETEXTURE2" "0..1"
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// STATIC: "ADDSELF" "0..1"
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// STATIC: "USEALPHAASRGB" "0..1"
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// SKIP: $USEALPHAASRGB && $ADDSELF
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// SKIP: $USEALPHAASRGB && $ADDBASETEXTURE2
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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struct PS_INPUT
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{
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float4 argbcolor : COLOR;
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float4 blendfactor0 : TEXCOORD2;
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#if ADDBASETEXTURE2
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float2 texCoord2 : TEXCOORD3;
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#endif
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float4 vScreenPos : TEXCOORD7;
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};
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sampler BaseTextureSampler : register( s0 );
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#if ADDBASETEXTURE2
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sampler BaseTextureSampler2 : register( s3 );
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#endif
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sampler BaseTextureSampler1 : register( s1 );
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const float4 g_Parameters : register( c0 );
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const float4 g_ColorPowers : register( c1 );
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#define fAdditiveBlendWeight g_Parameters.x
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#define fOverbrightFactor g_Parameters.y
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#define fAdditiveSelfBlendWeight g_Parameters.z
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#define fSoftParticleBlendScale g_Parameters.w
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#pragma warning( disable : 4707 4704 )
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float4 main( PS_INPUT i ) : COLOR
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{
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// Sample frames from texture 0
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#if ( ! ADDSELF ) && ( ! ADDBASETEXTURE2 )
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float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 );
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float4 baseTex1 = tex2D( BaseTextureSampler1, i.texCoord1 );
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float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x );
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#else
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float4 blended_rgb = tex2D( BaseTextureSampler, i.texCoord0 );
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#endif
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#if USEALPHAASRGB
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blended_rgb.rgb = blended_rgb.a;
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#endif
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#if ADDBASETEXTURE2
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blended_rgb.a *= i.argbcolor.a;
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// In this case, we don't really want to pre-multiply by alpha
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float4 color2 = tex2D( BaseTextureSampler2, i.texCoord2 );
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blended_rgb.rgb *= blended_rgb.a;
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blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * color2;
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blended_rgb.rgb *= 2 * i.argbcolor.rgb;
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#else
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#if ADDSELF
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blended_rgb.a *= i.argbcolor.a;
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blended_rgb.rgb *= blended_rgb.a;
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blended_rgb.rgb += fOverbrightFactor * 8 * fAdditiveSelfBlendWeight * blended_rgb;
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blended_rgb.rgb *= 2 * i.argbcolor.rgb;
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#else
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blended_rgb *= i.argbcolor;
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#endif
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#endif
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return blended_rgb;
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}
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