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97 lines
3.3 KiB
Plaintext
97 lines
3.3 KiB
Plaintext
// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// 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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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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sampler YTextureSampler : register( s0 );
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sampler cRTextureSampler : register( s1 );
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sampler cBTextureSampler : register( s2 );
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//sampler ATextureSampler : register( s3 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0;
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HALF4 worldPos_projPosZ : TEXCOORD1;
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float4 fogFactorW : COLOR1;
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};
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#if 0
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static float yuvtorgb[] =
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{
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1.164123535f, 1.595794678f, 0.0f, -0.87065506f,
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1.164123535f, -0.813476563f, -0.391448975f, 0.529705048f,
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1.164123535f, 0.0f, 2.017822266f, -1.081668854f,
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1.0f, 0.0f, 0.0f, 0.0f
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};
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" sampler tex0 : register( s0 ); "
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" sampler tex1 : register( s1 ); "
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" sampler tex2 : register( s2 ); "
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" sampler tex3 : register( s3 ); "
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" float4 tor : register( c0 ); "
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" float4 tog : register( c1 ); "
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" float4 tob : register( c2 ); "
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" float4 consts : register( c3 ); "
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" "
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" struct VS_OUT "
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" { "
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" float2 T0: TEXCOORD0; "
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" }; "
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" "
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" float4 main( VS_OUT In ) : COLOR "
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" { "
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" float4 c; "
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" float4 p; "
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" c.x = tex2D( tex0, In.T0 ).x; "
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" c.y = tex2D( tex1, In.T0 ).x; "
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" c.z = tex2D( tex2, In.T0 ).x; "
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" c.w = consts.x; "
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" p.w = tex2D( tex3, In.T0 ).x; "
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" p.x = dot( tor, c ); "
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" p.y = dot( tog, c ); "
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" p.z = dot( tob, c ); "
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" p.w *= consts.w; "
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" return p; "
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" } ";
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#endif
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float4 main( PS_INPUT i ) : COLOR
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{
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half y, cR, cB;
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y = tex2D( YTextureSampler, i.baseTexCoord.xy );
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cR = tex2D( cRTextureSampler, i.baseTexCoord.xy );
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cB = tex2D( cBTextureSampler, i.baseTexCoord.xy );
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// half a = tex2D( ATextureSampler, i.baseTexCoord.xy );
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HALF4 c;
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c = float4( y, cR, cB, 1.0f );
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float4 tor = float4( 1.164123535f, 1.595794678f, 0.0f, -0.87065506f );
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float4 tog = float4( 1.164123535f, -0.813476563f, -0.391448975f, 0.529705048f );
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float4 tob = float4( 1.164123535f, 0.0f, 2.017822266f, -1.081668854f );
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HALF4 rgba;
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rgba.r = dot( c, tor );
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rgba.g = dot( c, tog );
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rgba.b = dot( c, tob );
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rgba.a = 1.0f;
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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float4 result = FinalOutput( rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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// The 360 will do an sRGB write to put the linear values into 360 gamma space, but the PC just outputs gamma values directly
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#if defined( _X360 )
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result.r = SrgbGammaToLinear( result.r );
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result.g = SrgbGammaToLinear( result.g );
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result.b = SrgbGammaToLinear( result.b );
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#endif
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return result.rgba;
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}
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