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maszyna/betterRenderer/shaders/ps_legacy.hlsl
2025-04-15 01:32:56 +02:00

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698 B
HLSL

#include "manul/material.hlsli"
#include "manul/color_transform.hlsli"
sampler diffuse_sampler : register(s0);
Texture2D diffuse : register(t0);
#include "manul/alpha_mask.hlsli"
void MaterialPass(inout MaterialData material) {
material.m_MaterialAlbedoAlpha = diffuse.Sample(diffuse_sampler, material.m_TexCoord);
material.m_MaterialAlbedoAlpha.rgb = saturate(REC709_to_XYZ(material.m_MaterialAlbedoAlpha.rgb * g_DrawConstants.m_Diffuse));
AlphaMask(material.m_MaterialAlbedoAlpha.a);
material.m_MaterialEmission = g_DrawConstants.m_SelfIllum * material.m_MaterialAlbedoAlpha.rgb;
material.m_MaterialParams = float4(0., 1., 1., 0.);
material.m_MaterialNormal = material.m_Normal;
}