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+//====== 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;
+ }
+ //*/
+}