diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/floatcombine_ps2x.fxc | |
| download | archived-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.fxc | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floatcombine_ps2x.fxc b/materialsystem/stdshaders/floatcombine_ps2x.fxc new file mode 100644 index 0000000..b2c0e46 --- /dev/null +++ b/materialsystem/stdshaders/floatcombine_ps2x.fxc @@ -0,0 +1,60 @@ +// 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 ); +} |