/* =========================================================================== 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 . 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 "global.inc" 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; float2 texcoord3 : TEXCOORD3_centroid; float2 texcoord4 : TEXCOORD4; }; struct PS_OUT { float4 color : COLOR; }; void main( PS_IN fragment, out PS_OUT result ) { float colorFactor = fragment.texcoord4.x; float4 color0 = float4( 1.0f - colorFactor, 1.0f - colorFactor, 1.0f, 1.0f ); float4 color1 = float4( 1.0f, 0.95f - colorFactor, 0.95f, 0.5f ); float4 color2 = float4( 0.015f, 0.015f, 0.015f, 0.01f ); float4 accumSample0 = tex2D( samp0, fragment.texcoord0 ) * color0; float4 accumSample1 = tex2D( samp0, fragment.texcoord1 ) * color1; float4 accumSample2 = tex2D( samp0, fragment.texcoord2 ) * color2; float4 maskSample = tex2D( samp2, fragment.texcoord3 ); float4 tint = float4( 0.8, 0.5, 0.5, 1 ); float4 currentRenderSample = tex2D( samp1, fragment.texcoord3 ) * tint; // blend of the first 2 accumulation samples float4 accumColor = lerp( accumSample0, accumSample1, 0.5f ); // add thrid sample accumColor += accumSample2; accumColor = lerp( accumColor, currentRenderSample, maskSample.a ); result.color = accumColor; }