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https://github.com/alliedmodders/hl2sdk.git
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79 lines
2.3 KiB
Plaintext
79 lines
2.3 KiB
Plaintext
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// DYNAMIC: "CMBO_HUDUNDISTORT" "0..1"
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#include "shader_constant_register_map.h"
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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sampler DistortMapTextureSampler : register( s1 );
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const float4 DistortBounds : register( c0 );
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const int bHudTranslucent : register( c1 );
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struct PS_INPUT
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{
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float2 vBaseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float2 vOriginal = i.vBaseTexCoord.xy;
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// The full uv 0->1 range of the base texture here is shifted/scaled so that it maps
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// to the region that would be minUV->maxUV of the base texture in the regular undistort
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// code. This lets us overlay a higher-resolution inset rectangle directly onto the
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// render target with undistort, which results in a much higher-quality HUD.
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float2 minUV = DistortBounds.xy;
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float2 maxUV = DistortBounds.zw;
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float2 scaleUV = 1.0 / ( maxUV - minUV );
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float2 vGreen;
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float4 vFinal;
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#if ( CMBO_HUDUNDISTORT )
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{
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float4 vRead = tex2D( DistortMapTextureSampler, vOriginal );
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float2 vRed = vRead.xy;
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float2 vBlue = vRead.zw;
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vGreen = ( vRed + vBlue ) / 2.0;
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vRed = ( vRed - minUV ) * scaleUV;
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vGreen = ( vGreen - minUV ) * scaleUV;
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vBlue = ( vBlue - minUV ) * scaleUV;
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vFinal.r = tex2D( BaseTextureSampler, vRed ).r;
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vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga;
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vFinal.b = tex2D( BaseTextureSampler, vBlue ).b;
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}
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#else
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{
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vGreen = ( vOriginal - minUV ) * scaleUV;
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vFinal = tex2D( BaseTextureSampler, vGreen );
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}
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#endif
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// When the HUD isn't supposed to be rendered as translucent, some of its elements do occasionally have non-unit alpha.
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// We always have blending and alphatest enabled here, so if the hud itself is not supposed to be translucent we need
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// to fix up the alphas.
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vFinal.a = lerp( 1, vFinal.a, bHudTranslucent );
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// Smooth off the edges of the quad. This also gives (0,0,0,0) in the outer areas, for alpha test and for blackout.
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const float edgeRampFrac = 0.005;
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float2 uvEdgeRamp = smoothstep( float2(-edgeRampFrac,-edgeRampFrac), float2(edgeRampFrac,edgeRampFrac), vGreen ) *
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( 1 - smoothstep( float2(1-edgeRampFrac,1-edgeRampFrac), float2(1+edgeRampFrac,1+edgeRampFrac), vGreen ) );
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float edgeRamp = uvEdgeRamp.x * uvEdgeRamp.y;
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vFinal *= edgeRamp;
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return vFinal;
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}
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