/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "renderprogs/global.inc.hlsl"


// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); //_accum
uniform sampler2D samp1 : register(s1); //_currentRender
uniform sampler2D samp2 : register(s2); //mask

struct PS_IN {
	float4 position : VPOS;
	float2 texcoord0 : TEXCOORD0_centroid;
	float2 texcoord1 : TEXCOORD1_centroid;
	float2 texcoord2 : TEXCOORD2_centroid;
	//float4 color	 : COLOR0;
};

struct PS_OUT {
	float4 color : COLOR;
};
// *INDENT-ON*

void main( PS_IN fragment, out PS_OUT result )
{

	float4 redTint = float4( 1, 0.98, 0.98, 1 );
	float4 accumSample = tex2D( samp0, fragment.texcoord0 ) * redTint;

	float4 maskSample = tex2D( samp2, fragment.texcoord1 );

	float4 tint = float4( 1.0, 0.8, 0.8, 1 );
	float4 currentRenderSample = tex2D( samp1, fragment.texcoord2 ) * tint;

	result.color = lerp( accumSample, currentRenderSample, maskSample.a );
}