source-engine-2018-hl2_src/materialsystem/stdshaders/cloud_ps20.fxc
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2020-04-22 12:56:21 -04:00

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#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 );
sampler CloudAlphaSampler : register( s1 );
struct PS_INPUT
{
float2 baseCoords : TEXCOORD0;
float2 cloudAlphaCoords : TEXCOORD1;
float fogFactor : TEXCOORD2;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 vBase = tex2D( BaseTextureSampler, i.baseCoords );
float4 vCloudAlpha = tex2D( CloudAlphaSampler, i.cloudAlphaCoords );
float fogFactor = 2.0f * smoothstep( 0.3f, 0.6f, i.fogFactor );
float4 result = vBase * vCloudAlpha;
result.a *= fogFactor;
// No actual fog. Use the "fog factor" to modulate alpha (after some smoothstep mojo)
return FinalOutput( result, 1.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
}