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diff --git a/materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc b/materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc
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+// DYNAMIC: "MODE" "0..9"
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "LINEAR_TO_SRGB" "0..1" [ps20b]
+
+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+const float g_Alpha : register( c0 );
+
+sampler BaseTextureSampler : register( s0 );
+sampler BaseTextureSampler2 : register( s1 );
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0;
+};
+
+float3 RGBtoHSV( in float3 rgb )
+{
+ float3 hsv;
+ float fmin, fmax, delta;
+ fmin = min( min( rgb.r, rgb.g ), rgb.b );
+ fmax = max( max( rgb.r, rgb.g) , rgb.b );
+ hsv.b = fmax; // v
+ delta = fmax - fmin;
+ if( delta != 0 )
+ {
+ hsv.g = delta / fmax; // s
+ if( rgb.r == fmax )
+ hsv.r = ( rgb.g - rgb.b ) / delta; // between yellow & magenta
+ else if( rgb.g == fmax )
+ hsv.r = 2 + ( rgb.b - rgb.r ) / delta; // between cyan & yellow
+ else
+ hsv.r = 4 + ( rgb.r - rgb.g ) / delta; // between magenta & cyan
+ hsv.r *= 60; // degrees
+ if( hsv.r < 0 )
+ hsv.r += 360;
+ }
+ else
+ {
+ // r = g = b = 0 // s = 0, v is undefined
+ hsv.g = 0;
+ hsv.r = -1;
+ }
+ return hsv;
+}
+
+float3 HSVtoRGB( in float3 hsv )
+{
+ int i;
+ float3 rgb;
+ float h = hsv.r;
+ float s = hsv.g;
+ float v = hsv.b;
+ float f, p, q, t;
+ if( s == 0 )
+ {
+ // achromatic (grey)
+ rgb.rgb = v;
+ }
+ else
+ {
+ h /= 60; // sector 0 to 5
+ i = floor( h );
+ f = h - i; // factorial part of h
+ p = v * ( 1 - s );
+ q = v * ( 1 - s * f );
+ t = v * ( 1 - s * ( 1 - f ) );
+ if( h < 1)
+ {
+ rgb.r = v;
+ rgb.g = t;
+ rgb.b = p;
+ }
+ else if( h >= 1 && h < 2 )
+ {
+ rgb.r = q;
+ rgb.g = v;
+ rgb.b = p;
+ }
+ else if( h >= 2 && h < 3 )
+ {
+ rgb.r = p;
+ rgb.g = v;
+ rgb.b = t;
+ }
+ else if( h >= 3 && h < 4 )
+ {
+ rgb.r = p;
+ rgb.g = q;
+ rgb.b = v;
+ }
+ else if( h >= 4 && h < 5 )
+ {
+ rgb.r = t;
+ rgb.g = p;
+ rgb.b = v;
+ }
+ else // if ( h >= 5 )
+ {
+ rgb.r = v;
+ rgb.g = p;
+ rgb.b = q;
+ }
+ }
+ return rgb;
+}
+
+// We have to run through this input converter on OpenGL if the
+// rest of the shader code is expecting sRGB values
+float3 SampleTexture( sampler texSampler, float2 tc )
+{
+ float3 c = tex2D( texSampler, tc ).xyz;
+
+ #if ( LINEAR_TO_SRGB )
+ {
+ c = LinearToGamma( c );
+ }
+ #endif
+
+ return c;
+}
+
+// We have to run through this output converter on OpenGL if we
+// expect to be writing out sRGB values (since sRGB will be forced on)
+float3 OutputColor( float3 result )
+{
+ #if ( LINEAR_TO_SRGB )
+ {
+ return GammaToLinear( result );
+ }
+ #endif
+
+ return result;
+}
+
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float3 result;
+#if MODE == 0
+ // negative greyscale of scene * gman
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+
+ float scale = 1.0f / 3.0f;
+ scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
+ scene = float3( 1, 1, 1 ) - scene;
+
+ return FinalOutput( float4( OutputColor( scene * gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 1
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ float scale = 1.0f / 3.0f;
+ scene.xyz = dot( float3( scale, scale, scale ), scene.xyz );
+
+ float gmanLum = dot( float3( scale, scale, scale ), gman );
+ if( gmanLum < 0.3 )
+ {
+ result = OutputColor( float3( 1, 1, 1 ) - gman );
+ return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+ }
+ else
+ {
+ result = OutputColor( ( float3( 1, 1, 1 ) - gman ) * scene );
+ return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+ }
+#endif
+
+#if MODE == 2
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+
+ float startRamp = .2;
+ float endRamp = .5;
+
+ float scale = 1.0f / 3.0f;
+ float gmanLum = dot( float3( scale, scale, scale ), gman );
+ float sceneLum = dot( float3( scale, scale, scale ), scene );
+
+ float blend = ( gmanLum - startRamp ) * ( 1.0f / ( endRamp - startRamp ) );
+ blend = saturate( blend );
+
+// return gmanLum * ( 1.0f - blend ) + scene * blend;
+
+ result = OutputColor( min( gmanLum.xxx, scene ) );
+ return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 3
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ float scale = 1.0f / 3.0f;
+ float gmanLum = dot( float3( scale, scale, scale ), gman );
+ float sceneLum = dot( float3( scale, scale, scale ), scene );
+
+ float a = 0.0f;
+ float b = 0.4f;
+ float c = 0.7f;
+ float d = 1.0f;
+
+ float blend;
+ if( gmanLum < b )
+ {
+ blend = ( gmanLum - a ) / ( b - a );
+ }
+ else if( gmanLum > c )
+ {
+ blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
+ }
+ else
+ {
+ blend = 1.0f;
+ }
+
+ blend = saturate( blend );
+
+ result = OutputColor( gmanLum.xxx * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
+ return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 4
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ float scale = 1.0f / 3.0f;
+ float gmanLum = dot( float3( scale, scale, scale ), gman );
+ float sceneLum = dot( float3( scale, scale, scale ), scene );
+
+ float a = 0.0f;
+ float b = 0.4f;
+ float c = 0.7f;
+ float d = 1.0f;
+
+ float blend;
+ if( gmanLum < b )
+ {
+ blend = ( gmanLum - a ) / ( b - a );
+ }
+ else if( gmanLum > c )
+ {
+ blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
+ }
+ else
+ {
+ blend = 1.0f;
+ }
+
+ blend = saturate( blend );
+
+ result = OutputColor( gman * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
+ return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 5
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ float scale = 1.0f / 3.0f;
+// float sceneLum = dot( float3( scale, scale, scale ), scene );
+ float sceneLum = scene.r;
+
+ if( sceneLum > 0.0f )
+ {
+ return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+ }
+ else
+ {
+ float3 hsv = RGBtoHSV( gman );
+
+// float blend = saturate( hsv.b - .5 );
+ float blend = hsv.b - .5;
+
+ hsv.b *= 1.0f + blend;
+ hsv.g *= 1.0f - blend;
+ return FinalOutput( float4( OutputColor( HSVtoRGB( hsv ) ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+ }
+#endif
+
+#if MODE == 6
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ return FinalOutput( float4( OutputColor( scene + gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 7
+ float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
+ return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 8
+ float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
+ return FinalOutput( float4( OutputColor( gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+
+#if MODE == 9
+ // Fetch textures
+ float3 cLayer1 = SampleTexture( BaseTextureSampler, i.baseTexCoord.xy );
+ float3 cLayer2 = SampleTexture( BaseTextureSampler2, i.baseTexCoord.xy );
+
+ /*
+ // Put colors roughly back into gamma space
+ float3 cGammaLayer1 = pow( cLayer1, 0.454545f );
+ float3 cGammaLayer2 = pow( cLayer2, 0.454545f );
+
+ // Brightness
+ //float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
+ //float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
+ float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
+ float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
+
+ // Blend layers in rough gamma space
+ float3 cGammaOverlayResult;
+ if ( flLayer1Brightness < 0.5f )
+ {
+ cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
+ }
+ else
+ {
+ cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
+ }
+
+ // Convert back to linear space
+ float3 cLinearOverlayResult = pow( cGammaOverlayResult.rgb, 2.2f );
+ //*/
+
+ float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
+ float flLayer2Brightness = saturate( dot( cLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
+
+ // Modify layer 1 to be more contrasty
+ cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
+ float3 cLinearOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
+
+ // Tonemap, fog, etc.
+ return FinalOutput( float4( OutputColor( cLinearOverlayResult.rgb ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+#endif
+}