/*============================================================================= TranslucencyPostRenderDepthPixelShader.usf: Depth pixel shader for post-translucency depth rendering. Copyright 1998-2010 Epic Games, Inc. All Rights Reserved. =============================================================================*/ #include "Common.usf" #include "Material.usf" #include "VertexFactory.usf" void Main( #if !MATERIALBLENDING_SOLID FVertexFactoryInterpolants FactoryInterpolants, // BIOSTART - September 15, 2010 - Wihlidal, Graham - PS3 Fragment and Vertex Shader Optimizations half4 CameraVectorOrVertexColor : TEXCOORD4, // BIOEND float4 PixelPosition : TEXCOORD5, OPTIONAL_FacingSign #endif #if MATERIAL_USE_SCREEN_DOOR_FADE && MATERIALBLENDING_SOFTMASKED OPTIONAL_PixelShaderScreenPosition #endif // BIOSTART - September 15, 2010 - Wihlidal, Graham - PS3 Fragment and Vertex Shader Optimizations out half4 OutColor : SV_Target0 // BIOEND ) { #if !MATERIALBLENDING_SOLID FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(FactoryInterpolants); CalcMaterialParameters(MaterialParameters, FacingSign, CameraVectorOrVertexColor, PixelPosition); #if MATERIAL_LIT_TRANSLUCENCY_DEPTH_POSTPASS GetMaterialClippingLitTranslucencyDepthPostPass(MaterialParameters); #endif #if MATERIALBLENDING_SOFTMASKED GetMaterialClipping(MaterialParameters, PixelShaderScreenPosition.xy); #endif #endif #if SUPPORTS_DEPTH_TEXTURES OutColor = 0; #else // BIOSTART - September 15, 2010 - Wihlidal, Graham - PS3 Fragment and Vertex Shader Optimizations OutColor = RETURN_COLOR(half4(0,0,0,EncodeFloatW(MaterialParameters.ScreenPosition.w))); // BIOEND #endif }