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Diffstat (limited to 'materialsystem/stdshaders/motion_blur_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/motion_blur_ps2x.fxc | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/motion_blur_ps2x.fxc b/materialsystem/stdshaders/motion_blur_ps2x.fxc new file mode 100644 index 0000000..e842e81 --- /dev/null +++ b/materialsystem/stdshaders/motion_blur_ps2x.fxc @@ -0,0 +1,189 @@ +//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =========================== + +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +// DYNAMIC: "QUALITY" "0..3" + +#ifdef HDRTYPE + #undef HDRTYPE +#endif +#define HDRTYPE HDR_TYPE_NONE + +// Includes ======================================================================================= +#include "common_ps_fxc.h" + +// Texture Samplers =============================================================================== +sampler g_tTexSampler : register( s0 ); + +// Shaders Constants and Globals ================================================================== +float g_flMaxMotionBlur : register( c0 ); +float4 g_vConst5 : register( c1 ); +#define g_vGlobalBlurVector g_vConst5.xy +#define g_flFallingMotionIntensity g_vConst5.z +#define g_flRollBlurIntensity g_vConst5.w + +// Interpolated values ============================================================================ +struct PS_INPUT +{ + float2 vUv0 : TEXCOORD0; +}; + +// Main =========================================================================================== +float4 main( PS_INPUT i ) : COLOR +{ + // Calculate blur vector + float2 vFallingMotionBlurVector = ( ( i.vUv0.xy * 2.0f ) - 1.0f ); + float2 vRollBlurVector = cross( float3( vFallingMotionBlurVector.xy, 0.0f ), float3( 0.0f, 0.0f, 1.0f ) ).xy; + float2 vGlobalBlurVector = g_vGlobalBlurVector; + vGlobalBlurVector.y = -vGlobalBlurVector.y; + //vGlobalBlurVector.xy = float2( 1.0f, 0.0f ); // For debugging + + float flFallingMotionBlurIntensity = -abs( g_flFallingMotionIntensity ); // Keep samples on screen by keeping vector pointing in + //flFallingMotionBlurIntensity = step( 10, abs(g_flFallingMotionIntensity) ); // For finding the sweet spot in debug mode + vFallingMotionBlurVector.xy *= dot( vFallingMotionBlurVector.xy, vFallingMotionBlurVector.xy ); // Dampen the effect in the middle of the screen + vFallingMotionBlurVector.xy *= flFallingMotionBlurIntensity; + + float flRollBlurIntensity = g_flRollBlurIntensity; + vRollBlurVector.xy *= flRollBlurIntensity; + + float2 vFinalBlurVector = vGlobalBlurVector.xy + vFallingMotionBlurVector.xy + vRollBlurVector.xy; + + // Clamp length of blur vector to unit length + //vFinalBlurVector.xy = max( -1.0f, min( 1.0f, vFinalBlurVector.xy ) ); + if ( length( vFinalBlurVector.xy ) > g_flMaxMotionBlur ) + { + vFinalBlurVector.xy = normalize( vFinalBlurVector.xy ) * g_flMaxMotionBlur; + } + + // Set number of samples + #if QUALITY == 0 + const int kNumSamples = 1; + #endif + #if QUALITY == 1 + const int kNumSamples = 7; + #endif + #if QUALITY == 2 + const int kNumSamples = 11; + #endif + #if QUALITY == 3 + const int kNumSamples = 15; + #endif + + float4 cColor = { 0.0f, 0.0f, 0.0f, 0.0f }; + float2 vUvOffset = vFinalBlurVector.xy / ( kNumSamples - 1 ); + for ( int x=0; x<kNumSamples; x++ ) + { + // Calculate uv + float2 vUvTmp = i.vUv0.xy + ( vUvOffset.xy * x ); + + // Sample pixel + //cColor += kernel[x] * tex2D( g_tTexSampler, vUvTmp ); // Use kernal from above + cColor += ( 1.0f / kNumSamples ) * tex2D( g_tTexSampler, vUvTmp ); // Evenly weight all samples + } + + /* + // Brute-force experimental code to keep colors in NTSC and PAL gamut, but I don't think this will work correctly. + // I think we need to know the final RGB values sent to the TV, which would mean applying the final HW gamma curve first + // to each RGB chanel and then just subtracting 191 instead of the funky algorithm here. Then the results would need to + // to be converted back to the 360 gamma PWL space and applied here to cColor.rgb. Too much effort right now. + #if QUALITY == 30 + // This washes out the darks...no good + float flLargest360GammaValue = max( max( cColor.r, cColor.g ), cColor.b ); + float flLargestFinalGamma25Value = pow( SrgbLinearToGamma( X360GammaToLinear( flLargest360GammaValue ) ), ( 2.5f / 2.2f ) ) * ( 219.0f / 255.0f ) + ( 16.0f / 255.0f ); + float flSmallestFinalGamma25ValueAllowed = saturate( flLargestFinalGamma25Value - ( 191.0f / 255.0f ) ); + float flSmallest360GammaValueAllowed = X360LinearToGamma( SrgbGammaToLinear( pow( ( flSmallestFinalGamma25ValueAllowed - ( 16.0f / 255.0f ) ) / ( 219.0f / 255.0f ), ( 2.2f / 2.5f ) ) ) ); + cColor.rgb = max( flSmallest360GammaValueAllowed, cColor.rgb ); + #endif + + #if QUALITY == 3 + // This brings down the saturated colors. I think the 360 hardware is already doing this for us + float flSmallest360GammaValue = min( min( cColor.r, cColor.g ), cColor.b ); + float flSmallestFinalGamma25Value = pow( SrgbLinearToGamma( X360GammaToLinear( flSmallest360GammaValue ) ), ( 2.5f / 2.2f ) ) * ( 219.0f / 255.0f ) + ( 16.0f / 255.0f ); + float flLargestFinalGamma25ValueAllowed = saturate( flSmallestFinalGamma25Value + ( 191.0f / 255.0f ) ); + float flLargest360GammaValueAllowed = X360LinearToGamma( SrgbGammaToLinear( pow( ( flLargestFinalGamma25ValueAllowed - ( 16.0f / 255.0f ) ) / ( 219.0f / 255.0f ), ( 2.2f / 2.5f ) ) ) ); + cColor.rgb = min( flLargest360GammaValueAllowed, cColor.rgb ); + #endif + //*/ + + //return float4( cColor.rgb, 1.0f ); + return FinalOutput( float4( cColor.rgb, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); + + // This is histogram testing code that I need access to for a while on other machines to tweak the 360 + /* + if ( 1 ) + { + float4 cColor = { 0.0f, 0.0f, 0.0f, 0.0f }; + + float2 uv = ( i.vUv0.xy * 1.2f - 0.1 ); + if ( ( uv.x < 0.0f ) || ( uv.x > 1.0f ) || ( uv.y < 0.0f ) || ( uv.y > 1.0f ) ) + { + cColor.rgb = float3( 1.0f, 0.0f, 0.0f ) * ( 1 - abs( uv.x ) ); + } + else + { + cColor.rgb = uv.x; + //cColor = tex2D( g_tTexSampler, uv.xy ); + + // Simulate 360 sRGB read + //float3 v360Linear = { X360GammaToLinear( cColor.r ), X360GammaToLinear( cColor.g ), X360GammaToLinear( cColor.b ) }; + //cColor.rgb = v360Linear.rgb; + + // On the PC, simulate the remapping for the 360 + + + } + + // Blue ruler + if ( ( uv.y <= 1.0f ) && ( uv.x >= 0.0f ) && ( uv.x <= 1.0f ) ) + { + if ( uv.y > 0.9f ) + { + if ( frac( uv.x * 10.0f ) < 0.01f ) + { + cColor.rgb = float3( 0.0f, 0.0f, 1.0f ); + } + } + + if ( uv.y > 0.925f ) + { + if ( frac( uv.x * 20.0f ) < 0.02f ) + { + cColor.rgb = float3( 0.0f, 0.0f, 1.0f ); + } + } + + if ( uv.y > 0.95f ) + { + if ( frac( uv.x * 100.0f ) < 0.1f ) + { + cColor.rgb = float3( 0.0f, 0.0f, 1.0f ); + } + } + } + + //if ( ( uv.x >= 0.0f ) && ( uv.x <= 1.0f ) && ( uv.y >= 0.0f ) && ( uv.y <= 1.0f ) ) + //{ + // cColor = tex2D( g_tTexSampler, uv.xy ); + //} + + float3 vShaderColor = cColor.rgb; + float3 v360Linear = { SrgbGammaToLinear( vShaderColor.r ), SrgbGammaToLinear( vShaderColor.g ), SrgbGammaToLinear( vShaderColor.b ) }; + cColor.rgb = v360Linear.rgb; + //float3 v360Gamma = { X360LinearToGamma( v360Linear.r ), X360LinearToGamma( v360Linear.g ), X360LinearToGamma( v360Linear.b ) }; + //cColor.rgb = v360Gamma.rgb; + + + //float3 vGamma = { SrgbLinearToGamma( vShaderColor.r ), SrgbLinearToGamma( vShaderColor.g ), SrgbLinearToGamma( vShaderColor.b ) }; + //float3 v360Linear = { X360GammaToLinear( vShaderColor.r ), X360GammaToLinear( vShaderColor.g ), X360GammaToLinear( vShaderColor.b ) }; + //cColor.rgb = v360Linear.rgb; + + + // Simulate 360 sRGB write + //float3 v360Gamma = { X360LinearToGamma( vShaderColor.r ), X360LinearToGamma( vShaderColor.g ), X360LinearToGamma( vShaderColor.b ) }; + //cColor.rgb = v360Gamma.rgb; + + return cColor; + } + //*/ +} |