20 lines
517 B
HLSL
20 lines
517 B
HLSL
#include "postProcessHF.hlsli"
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//#include "ViewProp.h"
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float4 main(VertexToPixelPostProcess PSIn) : SV_TARGET
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{
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float4 color = float4(0,0,0,0);
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color += xTexture.SampleLevel(Sampler,PSIn.tex,0);
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float targetDepth = xPPParams0[2];
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float fragmentDepth = texture_lineardepth.SampleLevel(Sampler, PSIn.tex, 0).r * g_xFrame_MainCamera_ZFarP;
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float difference = abs(targetDepth - fragmentDepth);
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color = lerp(color,xMaskTex.SampleLevel(Sampler,PSIn.tex,0),abs(clamp(difference*0.008f,-1,1)));
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return color;
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}
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