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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/floatcombine_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/floatcombine_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/floatcombine_ps2x.fxc60
1 files changed, 60 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floatcombine_ps2x.fxc b/materialsystem/stdshaders/floatcombine_ps2x.fxc
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+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#define HDRTYPE HDR_TYPE_FLOAT
+#define HDRENABLED 1
+#include "common_ps_fxc.h"
+
+sampler FBSampler : register( s0 );
+sampler BloomSampler : register( s1 );
+
+const HALF4 settings : register( c0 );
+ // x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor
+const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power
+
+struct PS_INPUT
+{
+ float2 texCoord : TEXCOORD0;
+ float2 ZeroTexCoord : TEXCOORD1;
+ float2 bloomTexCoord : TEXCOORD2;
+};
+
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 fbSample = tex2D( FBSampler, i.texCoord );
+ float4 bloom=tex2D(BloomSampler,i.bloomTexCoord);
+
+ float2 xofs=2*(i.texCoord-float2(0.5,0.5));
+ float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y);
+ float vig=pow(1-dist,settings2.z);
+
+ fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w);
+ fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w);
+
+ float3 woodcut;
+ if (bloom.x<fbSample.x)
+ woodcut.x=1.0;
+ else
+ woodcut.x=0.0;
+ if (bloom.y<fbSample.y)
+ woodcut.y=1.0;
+ else
+ woodcut.y=0.0;
+ if (bloom.z<fbSample.z)
+ woodcut.z=1.0;
+ else
+ woodcut.z=0.0;
+ fbSample.xyz=lerp(fbSample.xyz,woodcut.xyz,settings.y);
+
+ bloom.xyz*=sqrt(LINEAR_LIGHT_SCALE);
+ bloom.xyz=min(bloom.xyz,1.0);
+ float lum=.3*bloom.x+.59*bloom.y+.11*bloom.z;
+ lum=min(1.0,lum);
+
+ float4 c_out=float4(cLightScale.xyz, 1) * fbSample + settings.z * pow(lum, settings2.x) * bloom;
+
+ // calculate vignette (lens brightness falloff near edges)
+ c_out.xyz*=max(settings2.y,vig);
+ return FinalOutput( c_out, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}