mirror of
https://github.com/alliedmodders/hl2sdk.git
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195 lines
5.7 KiB
Plaintext
195 lines
5.7 KiB
Plaintext
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "DUALSEQUENCE" "0..1"
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// STATIC: "SEQUENCE_BLEND_MODE" "0..2"
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// STATIC: "ADDBASETEXTURE2" "0..1"
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// STATIC: "MAXLUMFRAMEBLEND1" "0..1"
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// STATIC: "MAXLUMFRAMEBLEND2" "0..1"
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// STATIC: "EXTRACTGREENALPHA" "0..1"
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// STATIC: "COLORRAMP" "0..1"
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// STATIC: "ANIMBLEND" "0..1"
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// STATIC: "ADDSELF" "0..1"
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// STATIC: "DEPTHBLEND" "0..1" [ps20b]
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#define COMBINE_MODE_AVERAGE 0
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#define COMBINE_MODE_USE_FIRST_AS_ALPHA_MASK_ON_SECOND 1
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#define COMBINE_MODE_USE_FIRST_OVER_SECOND 2
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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const float4 g_Parameters : register( c0 );
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const float4 g_DepthFeatheringConstants : register( c2 );
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#define fAdditiveBlendWeight g_Parameters.x
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#define fOverbrightFactor g_Parameters.y
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#define fAdditiveSelfBlendWeight g_Parameters.z
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struct PS_INPUT
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{
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float4 argbcolor : COLOR;
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float4 blendfactor0 : TEXCOORD2;
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#if ADDBASETEXTURE2
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float2 texCoord2 : TEXCOORD3;
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#endif
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#if EXTRACTGREENALPHA
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float4 blendfactor1 : TEXCOORD4;
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#endif
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#if DUALSEQUENCE
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float2 vSeq2TexCoord0 : TEXCOORD5;
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float2 vSeq2TexCoord1 : TEXCOORD6;
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#endif
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#if defined( REVERSE_DEPTH_ON_X360 )
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float4 vScreenPos_ReverseZ : TEXCOORD7;
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#else
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float4 vScreenPos : TEXCOORD7;
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#endif
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};
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sampler BaseTextureSampler : register( s0 );
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sampler ColorRampSampler : register( s1 );
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sampler DepthSampler : register( s2 );
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bMaxLumFrameBlend1 = MAXLUMFRAMEBLEND1 ? true : false;
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bool bMaxLumFrameBlend2 = MAXLUMFRAMEBLEND2 ? true : false;
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bool bExtractGreenAlpha = EXTRACTGREENALPHA ? true : false;
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bool bAddBaseTexture2 = ADDBASETEXTURE2 ? true : false;
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bool bDualSequence = DUALSEQUENCE ? true : false;
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bool bColorRamp = COLORRAMP ? true : false;
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#ifdef DEPTHBLEND
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bool bDepthBlend = DEPTHBLEND ? true : false;
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#endif
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int nSequenceBlendMode = SEQUENCE_BLEND_MODE;
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// Sample frames from texture 0
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float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 );
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float4 baseTex1 = tex2D( BaseTextureSampler, i.texCoord1 );
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// Blend by default (may override with bMaxLumFrameBlend1 or bExtractGreenAlpha)
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#if ANIMBLEND
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float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x );
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#else
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float4 blended_rgb = baseTex0;
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#endif
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if ( bMaxLumFrameBlend1 )
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{
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// Blend between animation frames based upon max luminance
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float lum0 = dot( float3(.3, .59, .11), baseTex0.rgb * (1-i.blendfactor0.x));
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float lum1 = dot( float3(.3, .59, .11), baseTex1.rgb * i.blendfactor0.x);
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if ( lum0 > lum1 )
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blended_rgb = baseTex0;
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else
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blended_rgb = baseTex1;
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}
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else if( bExtractGreenAlpha )
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{
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#if EXTRACTGREENALPHA
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// Weight Green/Alphas from the two frames for a scalar result
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blended_rgb = dot( baseTex0, i.blendfactor0 ) + dot( baseTex1, i.blendfactor1 );
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#endif
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}
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#if DUALSEQUENCE
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if ( bDualSequence )
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{
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baseTex0 = tex2D( BaseTextureSampler, i.vSeq2TexCoord0 );
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baseTex1 = tex2D( BaseTextureSampler, i.vSeq2TexCoord1 );
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// Blend by default (may override with bMaxLumFrameBlend2)
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float4 rgb2 = lerp( baseTex0, baseTex1, i.blendfactor0.z );
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if ( bMaxLumFrameBlend2 )
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{
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// blend between animation frames based upon max luminance
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float tlum0 = dot( float3(.3, .59, .11), baseTex0.rgb * (1-i.blendfactor0.x));
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float tlum1 = dot( float3(.3, .59, .11), baseTex1.rgb * i.blendfactor0.x);
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if ( tlum0 > tlum1 )
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rgb2 = baseTex0;
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else
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rgb2 = baseTex1;
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}
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if ( nSequenceBlendMode == COMBINE_MODE_AVERAGE )
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{
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blended_rgb = 0.5 * ( blended_rgb + rgb2 );
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}
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else if ( nSequenceBlendMode == COMBINE_MODE_USE_FIRST_AS_ALPHA_MASK_ON_SECOND )
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{
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blended_rgb.rgb = rgb2.rgb;
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}
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else if ( nSequenceBlendMode == COMBINE_MODE_USE_FIRST_OVER_SECOND )
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{
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blended_rgb.rgb = lerp( blended_rgb.rgb, rgb2.rgb, rgb2.a );
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}
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} // bDualSequence
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#endif
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// Optional color ramp
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if ( bColorRamp )
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{
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blended_rgb.rgb = tex2D( ColorRampSampler, float2( blended_rgb.r, blended_rgb.g ) );
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}
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// Overbright
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blended_rgb.rgb *= fOverbrightFactor;
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//Soft Particles FTW
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# if (DEPTHBLEND == 1)
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# if defined( _X360 )
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float fDepthBlend = DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants );
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# else
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float fDepthBlend = DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants );
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# endif
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i.argbcolor.a *= fDepthBlend;
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# endif
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// Premultiply the alpha for a ONE:INVALPHA blend
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#if ADDBASETEXTURE2
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if ( bAddBaseTexture2 )
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{
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blended_rgb.a *= i.argbcolor.a;
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// In this case, we don't really want to pre-multiply by alpha
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if ( !bColorRamp )
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{
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blended_rgb.rgb *= blended_rgb.a;
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}
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if ( bExtractGreenAlpha )
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{
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blended_rgb.rgb += fAdditiveBlendWeight * i.argbcolor.a * blended_rgb.rgb;
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}
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else
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{
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blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * tex2D( BaseTextureSampler, i.texCoord2 );
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}
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blended_rgb.rgb *= i.argbcolor.rgb;
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}
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else
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#endif
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{
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#if ADDSELF
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blended_rgb.a *= i.argbcolor.a;
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blended_rgb.rgb *= blended_rgb.a;
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blended_rgb.rgb += fOverbrightFactor * fAdditiveSelfBlendWeight * i.argbcolor.a * blended_rgb;
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blended_rgb.rgb *= i.argbcolor.rgb;
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#else
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blended_rgb *= i.argbcolor;
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#endif
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}
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return FinalOutput( blended_rgb, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
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}
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