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Diffstat (limited to 'materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc b/materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc new file mode 100644 index 0000000..ebeb150 --- /dev/null +++ b/materialsystem/stdshaders/IntroScreenSpaceEffect_ps2x.fxc @@ -0,0 +1,339 @@ +// 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 +} |