Clients/Client2014/shaders/source/ui.hlsl

51 lines
923 B
HLSL

#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
#if defined(PIN_FOG)
float FogFactor : TEXCOORD1;
#endif
};
VertexOutput UIVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = mul(G.ViewProjection, IN.Position);
OUT.Uv = IN.Uv;
OUT.Color = IN.Color;
#if defined(PIN_FOG)
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
#endif
return OUT;
}
sampler2D DiffuseMap: register(s0);
float4 UIPS(VertexOutput IN): COLOR0
{
float4 base = tex2D(DiffuseMap, IN.Uv);
float4 result = IN.Color * base;
#if defined(PIN_FOG)
result.rgb = lerp(G.FogColor, result.rgb, saturate(IN.FogFactor));
#endif
return result;
}