diff options
Diffstat (limited to 'materialsystem/stdshaders/monitorscreen_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/monitorscreen_ps2x.fxc | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/monitorscreen_ps2x.fxc b/materialsystem/stdshaders/monitorscreen_ps2x.fxc new file mode 100644 index 0000000..2387e75 --- /dev/null +++ b/materialsystem/stdshaders/monitorscreen_ps2x.fxc @@ -0,0 +1,53 @@ +// 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 ); +} |