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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/monitorscreen_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/monitorscreen_ps2x.fxc')
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diff --git a/materialsystem/stdshaders/monitorscreen_ps2x.fxc b/materialsystem/stdshaders/monitorscreen_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]
+// STATIC: "TEXTURE2" "0..1"
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "shader_constant_register_map.h"
+#include "common_ps_fxc.h"
+
+sampler BaseTextureSampler : register( s0 );
+sampler SecondaryTextureSampler : register( s1 );
+
+
+const float4 g_Contrast : register( c1 );
+const float4 g_Saturation : register( c2 );
+const float4 g_Tint : register( c3 );
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+#define g_Grey float4( 0.33333f, 0.33333f, 0.33333f, 0.33333f )
+
+struct PS_INPUT
+{
+ float2 vTexCoord0 : TEXCOORD0;
+ float2 vTexCoord1 : TEXCOORD1;
+
+ float4 vColor : COLOR0;
+
+ float4 worldPos_projPosZ : TEXCOORD7;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 resultColor = tex2D( BaseTextureSampler, i.vTexCoord0 ) * i.vColor; // base texture modulated with vertex color
+
+#if (TEXTURE2 == 1)
+ resultColor = tex2D( SecondaryTextureSampler, i.vTexCoord1 ) * resultColor; // modulate base color by another texture
+#endif
+
+ float3 tempColor = resultColor.rgb * resultColor.rgb; //base * base
+ resultColor.rgb = lerp( resultColor.rgb, tempColor.rgb, g_Contrast.rgb ); // blend between color and color * color
+ tempColor = dot( resultColor.rgb, g_Grey ); // color greyscaled
+ resultColor.rgb = lerp( tempColor.rgb, resultColor.rgb, g_Saturation.rgb ); // blend between color and greyscale
+ resultColor.rgb = resultColor.rgb * g_Tint.rgb; // tint
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
+}