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Diffstat (limited to 'materialsystem/stdshaders/BlurFilter_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/BlurFilter_ps2x.fxc91
1 files changed, 91 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BlurFilter_ps2x.fxc b/materialsystem/stdshaders/BlurFilter_ps2x.fxc
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+++ b/materialsystem/stdshaders/BlurFilter_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: "APPROX_SRGB_ADAPTER" "0..1" [ps20b] [PC]
+
+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+sampler TexSampler : register( s0 );
+
+struct PS_INPUT
+{
+ float2 coordTap0 : TEXCOORD0;
+ float2 coordTap1 : TEXCOORD1;
+ float2 coordTap2 : TEXCOORD2;
+ float2 coordTap3 : TEXCOORD3;
+ float2 coordTap1Neg : TEXCOORD4;
+ float2 coordTap2Neg : TEXCOORD5;
+ float2 coordTap3Neg : TEXCOORD6;
+};
+
+float2 psTapOffs[3] : register( c0 );
+float3 scale_factor : register( c3 );
+
+float4 SampleTexture( sampler texSampler, float2 uv )
+{
+ float4 cSample = tex2D( texSampler, uv );
+
+ #if ( APPROX_SRGB_ADAPTER )
+ {
+ cSample.rgb = max( cSample.rgb, float3( 0.00001f, 0.00001f, 0.00001f ) ); // rsqrt doesn't like inputs of zero
+
+ float3 ooSQRT; //
+ ooSQRT.r = rsqrt( cSample.r ); //
+ ooSQRT.g = rsqrt( cSample.g ); // Approximate linear-to-sRGB conversion
+ ooSQRT.b = rsqrt( cSample.b ); //
+ cSample.rgb *= ooSQRT.rgb; //
+ }
+ #endif
+
+ return cSample;
+}
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 s0, s1, s2, s3, s4, s5, s6, color;
+
+ // Sample taps with coordinates from VS
+ s0 = SampleTexture( TexSampler, i.coordTap0 );
+ s1 = SampleTexture( TexSampler, i.coordTap1 );
+ s2 = SampleTexture( TexSampler, i.coordTap2 );
+ s3 = SampleTexture( TexSampler, i.coordTap3 );
+ s4 = SampleTexture( TexSampler, i.coordTap1Neg );
+ s5 = SampleTexture( TexSampler, i.coordTap2Neg );
+ s6 = SampleTexture( TexSampler, i.coordTap3Neg );
+
+ color = s0 * 0.2013f;
+ color += ( s1 + s4 ) * 0.2185f;
+ color += ( s2 + s5 ) * 0.0821f;
+ color += ( s3 + s6 ) * 0.0461f;
+
+ // Compute tex coords for other taps
+ float2 coordTap4 = i.coordTap0 + psTapOffs[0];
+ float2 coordTap5 = i.coordTap0 + psTapOffs[1];
+ float2 coordTap6 = i.coordTap0 + psTapOffs[2];
+ float2 coordTap4Neg = i.coordTap0 - psTapOffs[0];
+ float2 coordTap5Neg = i.coordTap0 - psTapOffs[1];
+ float2 coordTap6Neg = i.coordTap0 - psTapOffs[2];
+
+ // Sample the taps
+ s1 = SampleTexture( TexSampler, coordTap4 );
+ s2 = SampleTexture( TexSampler, coordTap5 );
+ s3 = SampleTexture( TexSampler, coordTap6 );
+ s4 = SampleTexture( TexSampler, coordTap4Neg );
+ s5 = SampleTexture( TexSampler, coordTap5Neg );
+ s6 = SampleTexture( TexSampler, coordTap6Neg );
+
+ color += ( s1 + s4 ) * 0.0262f;
+ color += ( s2 + s5 ) * 0.0162f;
+ color += ( s3 + s6 ) * 0.0102f;
+ color.xyz*=scale_factor.xyz;
+
+ #if ( APPROX_SRGB_ADAPTER )
+ {
+ color.xyz *= color.xyz; // Approximate sRGB-to-linear conversion
+ }
+ #endif
+
+ return color;
+ //return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
+