diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/sky_hdr_compressed_rgbs_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/sky_hdr_compressed_rgbs_ps2x.fxc | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/sky_hdr_compressed_rgbs_ps2x.fxc b/sp/src/materialsystem/stdshaders/sky_hdr_compressed_rgbs_ps2x.fxc new file mode 100644 index 00000000..4871da56 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/sky_hdr_compressed_rgbs_ps2x.fxc @@ -0,0 +1,81 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] +#include "common_ps_fxc.h" + +#if defined( SHADER_MODEL_PS_2_0 ) +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + +sampler RGBSTextureSampler : register( s0 ); +HALF4 InputScale : register( c0 ); + +float2 texWidthHeight : register( c1 ); + +float4 texOffsets : register( c2 ); + +struct PS_INPUT +{ +//#if defined( _X360 ) +// float2 baseTexCoord : TEXCOORD0; +//#else + float2 baseTexCoord00 : TEXCOORD0; + float2 baseTexCoord01 : TEXCOORD1; + float2 baseTexCoord10 : TEXCOORD2; + float2 baseTexCoord11 : TEXCOORD3; + float2 baseTexCoord_In_Pixels: TEXCOORD4; +//#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float3 result; + +//#if defined( _X360 ) //360 has a cheaper way to handle RGBscale +// float4 Weights; +// float4 samples_0; //no arrays allowed in inline assembly +// float4 samples_1; +// float4 samples_2; +// float4 samples_3; +// float2 vTexCoord = i.baseTexCoord; +// +// asm { +// tfetch2D samples_0, vTexCoord.xy, RGBSTextureSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false +// tfetch2D samples_1, vTexCoord.xy, RGBSTextureSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false +// tfetch2D samples_2, vTexCoord.xy, RGBSTextureSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false +// tfetch2D samples_3, vTexCoord.xy, RGBSTextureSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false +// +// getWeights2D Weights, vTexCoord.xy, RGBSTextureSampler +// }; +// +// Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y ); +// +// result.rgb = samples_0.rgb * (samples_0.a * Weights.x); +// result.rgb += samples_1.rgb * (samples_1.a * Weights.y); +// result.rgb += samples_2.rgb * (samples_2.a * Weights.z); +// result.rgb += samples_3.rgb * (samples_3.a * Weights.w); +// +//#else + float4 s00 = tex2D(RGBSTextureSampler, i.baseTexCoord00); + float4 s10 = tex2D(RGBSTextureSampler, i.baseTexCoord10); + float4 s01 = tex2D(RGBSTextureSampler, i.baseTexCoord01); + float4 s11 = tex2D(RGBSTextureSampler, i.baseTexCoord11); + + float2 fracCoord = frac(i.baseTexCoord_In_Pixels); + + s00.rgb*=s00.a; + s10.rgb*=s10.a; + + s00.xyz = lerp(s00, s10, fracCoord.x); + + s01.rgb*=s01.a; + s11.rgb*=s11.a; + s01.xyz = lerp(s01, s11, fracCoord.x); + + result = lerp(s00, s01, fracCoord.y); +//#endif + + // This is never fogged. + return FinalOutput( float4( InputScale*result, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate +} |