| /*============================================================================= | |
| SimpleElementPixelShader.hlsl: Pixel shader for drawing simple elements. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| #include "Common.usf" | |
| sampler2D Texture; | |
| half4 TextureComponentReplicate; | |
| void ReplicateRChannel(inout float4 BaseColor) | |
| { | |
| #if SM4_PROFILE | |
| //In DX10, doing a texture lookup from a G8 texture gives float4(value,0,0,0), so we need to replicate it to the other channels. | |
| //On all other platforms, the value is replicated automatically. | |
| if(any(TextureComponentReplicate)) | |
| { | |
| BaseColor = dot(BaseColor,TextureComponentReplicate); | |
| } | |
| #endif | |
| } | |
| void Main( | |
| in float2 TextureCoordinate : TEXCOORD0, | |
| in float4 Color : TEXCOORD1, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| float4 BaseColor = tex2D(Texture,TextureCoordinate); | |
| ReplicateRChannel(BaseColor); | |
| OutColor = RETURN_COLOR(BaseColor * Color); | |
| } | |
| half Gamma; | |
| void GammaMain( | |
| in float2 TextureCoordinate : TEXCOORD0, | |
| in float4 Color : TEXCOORD1, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| float4 BaseColor = tex2D(Texture,TextureCoordinate); | |
| ReplicateRChannel(BaseColor); | |
| OutColor = BaseColor * Color; | |
| if( Gamma != 1.0 ) | |
| { | |
| // Gamma correct the output color. | |
| OutColor.rgb = pow(saturate(OutColor.rgb),Gamma); | |
| } | |
| OutColor = RETURN_COLOR(OutColor); | |
| } | |
| float ClipRef; | |
| void GammaMaskedMain( | |
| in float2 TextureCoordinate : TEXCOORD0, | |
| in float4 Color : TEXCOORD1, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| float4 BaseColor = tex2D(Texture,TextureCoordinate); | |
| clip(BaseColor.a - ClipRef); | |
| ReplicateRChannel(BaseColor); | |
| OutColor = BaseColor * Color; | |
| if( Gamma != 1.0 ) | |
| { | |
| // Gamma correct the output color. | |
| OutColor.rgb = pow(saturate(OutColor.rgb),Gamma); | |
| } | |
| OutColor = RETURN_COLOR(OutColor); | |
| } | |
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