source-engine/materialsystem/stdshaders/morphaccumulate_ps30.fxc

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2020-04-22 16:56:21 +00:00
//======= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONSTANTBASEDMORPH" "0..1"
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
struct PS_INPUT
{
float2 vSrcCoord : TEXCOORD0;
float2 vSideSpeedCoord : TEXCOORD1;
#if CONSTANTBASEDMORPH
float4 vMorphWeights : TEXCOORD2;
#else
float2 vMorphWeightCoord : TEXCOORD2;
#endif
};
sampler MorphTarget : register( s0 );
sampler SideSpeedMap : register( s1 );
#if !CONSTANTBASEDMORPH
sampler MorphWeights : register( s2 );
#endif
const float4 vMorphScale : register( c0 );
HALF4 main( PS_INPUT i ) : COLOR
{
#if CONSTANTBASEDMORPH
float4 vMorphWeights = i.vMorphWeights;
#else
float4 vMorphWeights = tex2D( MorphWeights, i.vMorphWeightCoord );
#endif
float4 delta = tex2D( MorphTarget, i.vSrcCoord );
float4 sideSpeed = tex2D( SideSpeedMap, i.vSideSpeedCoord );
// NOTE: This is necessary to fixup slight errors in the delta.
// On the cpu, only the range 0-65534 is used so we can encode -1, 0, and 1 exactly.
delta *= 65535.0f / 65534.0f;
// Compute total weight, taking into account side + speed
float flWeight = lerp( vMorphWeights.y, vMorphWeights.x, sideSpeed.y );
float flStereoWeight = lerp( vMorphWeights.w, vMorphWeights.z, sideSpeed.y );
float w = lerp( flWeight, flStereoWeight, sideSpeed.x );
// Convert 0-1 -> -1 to 1
delta *= 2.0f;
delta -= float4( 1.0f, 1.0f, 1.0f, 1.0f );
// Apply the morph scale
delta *= vMorphScale;
// Apply weight
delta *= w;
return delta;
}