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doom3-bfg/neo/shaders/bloodorb2_capture.ps.hlsl
2022-03-09 20:40:15 +01:00

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2.5 KiB
HLSL

/*
===========================================================================
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 "global_inc.hlsl"
// *INDENT-OFF*
Texture2D t_Accum : register( t0 );
Texture2D t_CurrentRender : register( t1 );
Texture2D t_Mask : register( t2 );
SamplerState LinearSampler : register( s0 );
struct PS_IN {
float4 position : SV_Position;
float2 texcoord0 : TEXCOORD0_centroid;
float2 texcoord1 : TEXCOORD1_centroid;
float2 texcoord2 : TEXCOORD2_centroid;
//float4 color : COLOR0;
};
struct PS_OUT {
float4 color : SV_Target;
};
// *INDENT-ON*
void main( PS_IN fragment, out PS_OUT result )
{
float4 redTint = float4( 1, 0.98, 0.98, 1 );
float4 accumSample = t_Accum.Sample( LinearSampler, fragment.texcoord0 ) * redTint;
float4 maskSample = t_Mask.Sample( LinearSampler, fragment.texcoord1 );
float4 tint = float4( 1.0, 0.8, 0.8, 1 );
float4 currentRenderSample = t_CurrentRender.Sample( LinearSampler, fragment.texcoord2 ) * tint;
result.color = lerp( accumSample, currentRenderSample, maskSample.a );
}