//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "shdrConsts.h" #include "shaderModel.hlsl" //----------------------------------------------------------------------------- // Structures //----------------------------------------------------------------------------- struct ConnectData { float4 hpos : TORQUE_POSITION; float2 outTexCoord : TEXCOORD0; float4 color : COLOR0; float4 groundAlphaCoeff : COLOR1; float2 alphaLookup : TEXCOORD1; }; struct Fragout { float4 col : TORQUE_TARGET0; }; TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); TORQUE_UNIFORM_SAMPLER2D(alphaMap, 1); uniform float4 groundAlpha; uniform float4 ambient; //----------------------------------------------------------------------------- // Main //----------------------------------------------------------------------------- Fragout main( ConnectData IN ) { Fragout OUT; float4 alpha = TORQUE_TEX2D(alphaMap, IN.alphaLookup); OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * TORQUE_TEX2D(diffuseMap, IN.texCoord); OUT.col.a = OUT.col.a * min(alpha, groundAlpha + IN.groundAlphaCoeff.x).x; return OUT; }