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-rw-r--r--sp/src/materialsystem/stdshaders/vr_distort_hud_ps2x.fxc78
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diff --git a/sp/src/materialsystem/stdshaders/vr_distort_hud_ps2x.fxc b/sp/src/materialsystem/stdshaders/vr_distort_hud_ps2x.fxc
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+++ b/sp/src/materialsystem/stdshaders/vr_distort_hud_ps2x.fxc
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+// DYNAMIC: "CMBO_HUDUNDISTORT" "0..1"
+
+#include "shader_constant_register_map.h"
+#include "common_ps_fxc.h"
+
+sampler BaseTextureSampler : register( s0 );
+sampler DistortMapTextureSampler : register( s1 );
+
+const float4 DistortBounds : register( c0 );
+const int bHudTranslucent : register( c1 );
+
+struct PS_INPUT
+{
+ float2 vBaseTexCoord : TEXCOORD0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float2 vOriginal = i.vBaseTexCoord.xy;
+
+
+ // The full uv 0->1 range of the base texture here is shifted/scaled so that it maps
+ // to the region that would be minUV->maxUV of the base texture in the regular undistort
+ // code. This lets us overlay a higher-resolution inset rectangle directly onto the
+ // render target with undistort, which results in a much higher-quality HUD.
+
+ float2 minUV = DistortBounds.xy;
+ float2 maxUV = DistortBounds.zw;
+ float2 scaleUV = 1.0 / ( maxUV - minUV );
+
+
+ float2 vGreen;
+ float4 vFinal;
+
+ #if ( CMBO_HUDUNDISTORT )
+ {
+ float4 vRead = tex2D( DistortMapTextureSampler, vOriginal );
+
+ float2 vRed = vRead.xy;
+ float2 vBlue = vRead.zw;
+
+ vGreen = ( vRed + vBlue ) / 2.0;
+
+ vRed = ( vRed - minUV ) * scaleUV;
+ vGreen = ( vGreen - minUV ) * scaleUV;
+ vBlue = ( vBlue - minUV ) * scaleUV;
+
+ vFinal.r = tex2D( BaseTextureSampler, vRed ).r;
+ vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga;
+ vFinal.b = tex2D( BaseTextureSampler, vBlue ).b;
+ }
+ #else
+ {
+ vGreen = ( vOriginal - minUV ) * scaleUV;
+ vFinal = tex2D( BaseTextureSampler, vGreen );
+ }
+ #endif
+
+
+ // When the HUD isn't supposed to be rendered as translucent, some of its elements do occasionally have non-unit alpha.
+ // We always have blending and alphatest enabled here, so if the hud itself is not supposed to be translucent we need
+ // to fix up the alphas.
+ vFinal.a = lerp( 1, vFinal.a, bHudTranslucent );
+
+
+ // Smooth off the edges of the quad. This also gives (0,0,0,0) in the outer areas, for alpha test and for blackout.
+
+ const float edgeRampFrac = 0.005;
+ float2 uvEdgeRamp = smoothstep( float2(-edgeRampFrac,-edgeRampFrac), float2(edgeRampFrac,edgeRampFrac), vGreen ) *
+ ( 1 - smoothstep( float2(1-edgeRampFrac,1-edgeRampFrac), float2(1+edgeRampFrac,1+edgeRampFrac), vGreen ) );
+
+ float edgeRamp = uvEdgeRamp.x * uvEdgeRamp.y;
+
+ vFinal *= edgeRamp;
+
+
+ return vFinal;
+}