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92 lines
2.7 KiB
92 lines
2.7 KiB
4 years ago
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "APPROX_SRGB_ADAPTER" "0..1" [ps20b] [PC]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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float2 coordTap0 : TEXCOORD0;
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float2 coordTap1 : TEXCOORD1;
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float2 coordTap2 : TEXCOORD2;
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float2 coordTap3 : TEXCOORD3;
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float2 coordTap1Neg : TEXCOORD4;
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float2 coordTap2Neg : TEXCOORD5;
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float2 coordTap3Neg : TEXCOORD6;
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};
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float2 psTapOffs[3] : register( c0 );
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float3 scale_factor : register( c3 );
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float4 SampleTexture( sampler texSampler, float2 uv )
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{
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float4 cSample = tex2D( texSampler, uv );
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#if ( APPROX_SRGB_ADAPTER )
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{
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cSample.rgb = max( cSample.rgb, float3( 0.00001f, 0.00001f, 0.00001f ) ); // rsqrt doesn't like inputs of zero
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float3 ooSQRT; //
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ooSQRT.r = rsqrt( cSample.r ); //
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ooSQRT.g = rsqrt( cSample.g ); // Approximate linear-to-sRGB conversion
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ooSQRT.b = rsqrt( cSample.b ); //
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cSample.rgb *= ooSQRT.rgb; //
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}
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#endif
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return cSample;
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 s0, s1, s2, s3, s4, s5, s6, color;
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// Sample taps with coordinates from VS
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s0 = SampleTexture( TexSampler, i.coordTap0 );
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s1 = SampleTexture( TexSampler, i.coordTap1 );
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s2 = SampleTexture( TexSampler, i.coordTap2 );
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s3 = SampleTexture( TexSampler, i.coordTap3 );
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s4 = SampleTexture( TexSampler, i.coordTap1Neg );
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s5 = SampleTexture( TexSampler, i.coordTap2Neg );
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s6 = SampleTexture( TexSampler, i.coordTap3Neg );
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color = s0 * 0.2013f;
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color += ( s1 + s4 ) * 0.2185f;
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color += ( s2 + s5 ) * 0.0821f;
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color += ( s3 + s6 ) * 0.0461f;
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// Compute tex coords for other taps
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float2 coordTap4 = i.coordTap0 + psTapOffs[0];
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float2 coordTap5 = i.coordTap0 + psTapOffs[1];
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float2 coordTap6 = i.coordTap0 + psTapOffs[2];
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float2 coordTap4Neg = i.coordTap0 - psTapOffs[0];
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float2 coordTap5Neg = i.coordTap0 - psTapOffs[1];
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float2 coordTap6Neg = i.coordTap0 - psTapOffs[2];
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// Sample the taps
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s1 = SampleTexture( TexSampler, coordTap4 );
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s2 = SampleTexture( TexSampler, coordTap5 );
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s3 = SampleTexture( TexSampler, coordTap6 );
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s4 = SampleTexture( TexSampler, coordTap4Neg );
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s5 = SampleTexture( TexSampler, coordTap5Neg );
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s6 = SampleTexture( TexSampler, coordTap6Neg );
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color += ( s1 + s4 ) * 0.0262f;
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color += ( s2 + s5 ) * 0.0162f;
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color += ( s3 + s6 ) * 0.0102f;
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color.xyz*=scale_factor.xyz;
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#if ( APPROX_SRGB_ADAPTER )
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{
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color.xyz *= color.xyz; // Approximate sRGB-to-linear conversion
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}
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#endif
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return color;
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//return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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