source-engine/materialsystem/stdshaders/vr_distort_hud_ps2x.fxc

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2020-04-22 16:56:21 +00:00
// DYNAMIC: "CMBO_HUDUNDISTORT" "0..1"
#include "shader_constant_register_map.h"
#include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 );
sampler DistortMapTextureSampler : register( s1 );
const float4 DistortBounds : register( c0 );
const int bHudTranslucent : register( c1 );
struct PS_INPUT
{
float2 vBaseTexCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
float2 vOriginal = i.vBaseTexCoord.xy;
// The full uv 0->1 range of the base texture here is shifted/scaled so that it maps
// to the region that would be minUV->maxUV of the base texture in the regular undistort
// code. This lets us overlay a higher-resolution inset rectangle directly onto the
// render target with undistort, which results in a much higher-quality HUD.
float2 minUV = DistortBounds.xy;
float2 maxUV = DistortBounds.zw;
float2 scaleUV = 1.0 / ( maxUV - minUV );
float2 vGreen;
float4 vFinal;
#if ( CMBO_HUDUNDISTORT )
{
float4 vRead = tex2D( DistortMapTextureSampler, vOriginal );
float2 vRed = vRead.xy;
float2 vBlue = vRead.zw;
vGreen = ( vRed + vBlue ) / 2.0;
vRed = ( vRed - minUV ) * scaleUV;
vGreen = ( vGreen - minUV ) * scaleUV;
vBlue = ( vBlue - minUV ) * scaleUV;
vFinal.r = tex2D( BaseTextureSampler, vRed ).r;
vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga;
vFinal.b = tex2D( BaseTextureSampler, vBlue ).b;
}
#else
{
vGreen = ( vOriginal - minUV ) * scaleUV;
vFinal = tex2D( BaseTextureSampler, vGreen );
}
#endif
// When the HUD isn't supposed to be rendered as translucent, some of its elements do occasionally have non-unit alpha.
// We always have blending and alphatest enabled here, so if the hud itself is not supposed to be translucent we need
// to fix up the alphas.
vFinal.a = lerp( 1, vFinal.a, bHudTranslucent );
// Smooth off the edges of the quad. This also gives (0,0,0,0) in the outer areas, for alpha test and for blackout.
const float edgeRampFrac = 0.005;
float2 uvEdgeRamp = smoothstep( float2(-edgeRampFrac,-edgeRampFrac), float2(edgeRampFrac,edgeRampFrac), vGreen ) *
( 1 - smoothstep( float2(1-edgeRampFrac,1-edgeRampFrac), float2(1+edgeRampFrac,1+edgeRampFrac), vGreen ) );
float edgeRamp = uvEdgeRamp.x * uvEdgeRamp.y;
vFinal *= edgeRamp;
return vFinal;
}