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341 lines
10 KiB
341 lines
10 KiB
5 years ago
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//======= Copyright © 1996-2015, Valve Corporation, All rights reserved. ======
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// STATIC: "COMBINE_MODE" "0..6" // See below for meanings of combine modes.
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// DYNAMIC: "DEBUG_MODE" "0..0" [ps20]
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// DYNAMIC: "DEBUG_MODE" "0..1" [ps20b] [ps30]
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// Lerps are implemented by a multiply / blend / multiply inverse on ps20
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// SKIP: ( $COMBINE_MODE == 2 ) [ps20]
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// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps20b]
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// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps30]
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// SKIP: ( $COMBINE_MODE != 6 && $DEBUG_MODE == 1 )
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#include "common_ps_fxc.h"
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struct PS_INPUT
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{
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float4 texCoord01 : TEXCOORD0;
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float4 texCoord23 : TEXCOORD1;
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};
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#define COMBINE_MODE_MULTIPLY 0
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#define COMBINE_MODE_ADD 1
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#define COMBINE_MODE_LERP 2
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#define COMBINE_MODE_SELECTOR 3
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#define COMBINE_MODE_LERP_TEX_FIRST 4
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#define COMBINE_MODE_LERP_TEX_SECOND 5
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#define COMBINE_MODE_BLEND 6
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#if ( !defined( SHADER_MODEL_PS_2_0 ) )
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#define SKIP_SRGB_ENC_DEC 0
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#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 1
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#else
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#define SKIP_SRGB_ENC_DEC 1
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#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 0
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#endif
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const float4 cAdjustInLevel[4] : register( c2 );
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const int cNumTextures : register( c6 );
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const float4 cSelectValues[4] : register( c7 );
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sampler InSampler0 : register( s0 );
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sampler InSampler1 : register( s1 );
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#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE )
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sampler InSampler2 : register( s2 );
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sampler InSampler3 : register( s3 );
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#endif
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#define texCoord0 texCoord01.xy
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#define texCoord1 texCoord01.zw
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#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE )
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#define texCoord2 texCoord23.xy
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#define texCoord3 texCoord23.zw
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#endif
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#define g_AdjustInBlack(n) cAdjustInLevel[n].x
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#define g_AdjustInWhite(n) cAdjustInLevel[n].y
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#define g_AdjustGamma(n) cAdjustInLevel[n].z
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static const float4 cErrColor = float4( 0.0, 1.0, 0.0, 1.0 );
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#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
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static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 );
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#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
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static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
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#elif ( COMBINE_MODE == COMBINE_MODE_LERP )
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static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 );
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#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
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static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
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#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) || ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
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#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
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static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
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#else
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#error "Need to add mode selection here."
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#endif
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float invlerp( float x, float y, float r )
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{
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return ( r - x ) / ( y - x );
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}
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float4 invlerp( float x, float y, float4 r )
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{
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return ( r - x ) / ( y - x );
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}
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float4 ConvertLinearTosRGB( float4 lin )
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{
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#if ( SKIP_SRGB_ENC_DEC )
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// If we're in ps 2.0, we don't have the instruction slots to do this correctly
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return lin;
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#else
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float3 col_lin = lin.xyz;
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float3 col_srgb;
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for (int i = 0; i < 3; ++i)
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{
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if ( col_lin[i] <= 0.0031308f )
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col_srgb[i] = 12.92 * col_lin[i];
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else
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col_srgb[i] = 1.055 * pow( col_lin[i], 1.0 / 2.4 ) - 0.055;
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}
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return float4( col_srgb.xyz, lin.a );
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#endif
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}
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float4 ConvertsRGBToLinear( float4 srgb )
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{
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#if ( SKIP_SRGB_ENC_DEC )
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// If we're in ps 2.0, we don't have the instruction slots to do this correctly
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return srgb;
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#else
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float3 col_srgb = srgb.xyz;
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float3 col_lin;
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for (int i = 0; i < 3; ++i)
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{
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if ( col_srgb[i] <= 0.04045 )
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col_lin[i] = col_srgb[i] / 12.92;
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else
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col_lin[i] = pow( ( col_srgb[i] + 0.055 ) / 1.055, 2.4 );
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}
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return float4( col_lin.xyz, srgb.a );
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#endif
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}
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// Uses photoshop math to perform level adjustment.
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// Note: Photoshop does this math in sRGB space, even though that is mathematically wrong.
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// To match photoshop, we have to convert our textures from linear space (they're always linear in the shader)
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// to sRGB, perform the calculations and then return to linear space for output from the shader.
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// Yuck.
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float AdjustLevels( float inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue )
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{
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if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 )
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return inSrc;
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else
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{
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inSrc = ConvertLinearTosRGB( inSrc );
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float pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) );
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float gammaAdjusted = pow( pcg, inGammaValue );
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gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
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return saturate( gammaAdjusted );
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}
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}
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float4 AdjustLevels( float4 inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue )
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{
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if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 )
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return inSrc;
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else
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{
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inSrc = ConvertLinearTosRGB( inSrc );
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float4 pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) );
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float4 gammaAdjusted = pow( pcg, inGammaValue );
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gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
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return saturate( gammaAdjusted );
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}
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}
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#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY || COMBINE_MODE == COMBINE_MODE_ADD ) || ( COMBINE_MODE == COMBINE_MODE_BLEND )
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float4 main_simple( PS_INPUT i )
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{
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float4 color0 = cNumTextures > 0 ? tex2D( InSampler0, i.texCoord0 ) : cSafeColor;
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float4 color1 = cNumTextures > 1 ? tex2D( InSampler1, i.texCoord1 ) : cSafeColor;
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#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
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float4 color2 = cNumTextures > 2 ? tex2D( InSampler2, i.texCoord2 ) : cSafeColor;
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float4 color3 = cNumTextures > 3 ? tex2D( InSampler3, i.texCoord3 ) : cSafeColor;
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#endif
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color0 = cNumTextures > 0 ? AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ) : cSafeColor;
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color1 = cNumTextures > 1 ? AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ) : cSafeColor;
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#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
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color2 = cNumTextures > 2 ? AdjustLevels( color2, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) ) : cSafeColor;
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color3 = cNumTextures > 3 ? AdjustLevels( color3, g_AdjustInBlack(3), g_AdjustInWhite(3), g_AdjustGamma(3) ) : cSafeColor;
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#endif
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#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
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return color0
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* color1
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#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
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* color2
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* color3
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#endif
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;
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#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
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return color0
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+ color1
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#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
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+ color2
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+ color3
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#endif
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;
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#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
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// color0 is the previous frame's data.
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// color1 is the sticker's data, with alpha as transparency.
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// If we're on PS 2.0b, color2 has specular info as a grayscale texture--make sure to write that out.
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#if ( DEBUG_MODE == 0 )
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#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
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float srcSpecular = color2.r;
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#else
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float srcSpecular = 1;
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#endif
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float3 tmpColor = ( 1.0 - color1.a ) * color0.xyz
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+ ( color1.a ) * color1.xyz;
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float tmpSpecular = ( 1.0 - color1.a ) * color0.w
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+ ( color1.a ) * srcSpecular;
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return float4( tmpColor.xyz, tmpSpecular );
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#else
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if ( i.texCoord1.x < 0 || i.texCoord1.y < 0
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|| i.texCoord1.x > 1 || i.texCoord1.y > 1 )
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{
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return color0;
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}
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else
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return float4( i.texCoord1.xy, 0, color0.a );
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#endif
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#else
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#error "Surprising combine mode in function, update code."
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#endif
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}
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#endif
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#if ( COMBINE_MODE == COMBINE_MODE_LERP )
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float4 main_lerp( PS_INPUT i )
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{
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if (cNumTextures == 3)
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{
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float4 color0 = tex2D( InSampler0, i.texCoord0 );
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float4 color1 = tex2D( InSampler1, i.texCoord1 );
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float4 colSel = tex2D( InSampler2, i.texCoord2 );
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color0 = AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) );
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color1 = AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) );
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colSel = AdjustLevels( colSel, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) );
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#if ( COMBINE_MODE == COMBINE_MODE_LERP )
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return lerp( color0, color1, colSel.xxxx );
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#else
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#error "Surprising combine mode in function, update code."
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#endif
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}
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else
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{
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return float4( 1, 0, 0, 1 );
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}
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}
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#endif
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#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
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float4 main_selector( PS_INPUT i )
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{
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if ( cNumTextures == 1 )
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{
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float fNormalizedColor = tex2D( InSampler0, i.texCoord0 ).x;
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float fTestColor = round( ( fNormalizedColor * 255.0 / 16.0f ) );
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bool4 bTestVec[4];
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for ( int i = 0; i < 4; ++i )
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{
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bTestVec[i] = cSelectValues[i] != 0
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? round( cSelectValues[i] ) == fTestColor
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: false;
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}
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bool4 bAny = bool4(
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any( bTestVec[0] ),
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any( bTestVec[1] ),
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any( bTestVec[2] ),
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any( bTestVec[3] )
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);
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#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
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return any( bAny )
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? float4( 1, 1, 1, 1 )
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: float4( 0, 0, 0, 0 );
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#else
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#error "Surprising combine mode in function, update code."
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#endif
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}
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else
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{
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return float4( 1, 1, 0, 1 );
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}
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}
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#endif
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#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
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float4 main_lerp_multipass( PS_INPUT i )
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{
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if (cNumTextures == 2)
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{
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float4 colorN = tex2D( InSampler0, i.texCoord0 );
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float4 colSel = tex2D( InSampler1, i.texCoord1 );
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colorN = AdjustLevels( colorN, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) );
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colSel = AdjustLevels( colSel, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) );
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#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST )
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return colorN * ( 1.0 - colSel.xxxx );
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#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
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return colorN * ( colSel.xxxx );
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#else
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#error "Surprising combine mode in function, update code."
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#endif
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}
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else
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{
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return float4( 1, 0, 0, 1 );
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}
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}
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#endif
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float4 main( PS_INPUT i ) : COLOR
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{
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#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
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return main_simple( i );
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#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
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return main_simple( i );
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#elif ( COMBINE_MODE == COMBINE_MODE_LERP )
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return main_lerp( i );
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#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
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return main_selector( i );
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#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
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return main_lerp_multipass( i );
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#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
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return main_simple( i );
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#else
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#error "Need to add mode selection here."
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#endif
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}
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