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61 lines
1.7 KiB
61 lines
1.7 KiB
5 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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#define HDRTYPE HDR_TYPE_FLOAT
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#define HDRENABLED 1
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#include "common_ps_fxc.h"
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sampler FBSampler : register( s0 );
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sampler BloomSampler : register( s1 );
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const HALF4 settings : register( c0 );
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// x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor
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const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 fbSample = tex2D( FBSampler, i.texCoord );
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float4 bloom=tex2D(BloomSampler,i.bloomTexCoord);
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float2 xofs=2*(i.texCoord-float2(0.5,0.5));
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float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y);
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float vig=pow(1-dist,settings2.z);
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fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w);
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fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w);
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float3 woodcut;
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if (bloom.x<fbSample.x)
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woodcut.x=1.0;
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else
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woodcut.x=0.0;
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if (bloom.y<fbSample.y)
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woodcut.y=1.0;
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else
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woodcut.y=0.0;
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if (bloom.z<fbSample.z)
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woodcut.z=1.0;
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else
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woodcut.z=0.0;
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fbSample.xyz=lerp(fbSample.xyz,woodcut.xyz,settings.y);
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bloom.xyz*=sqrt(LINEAR_LIGHT_SCALE);
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bloom.xyz=min(bloom.xyz,1.0);
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float lum=.3*bloom.x+.59*bloom.y+.11*bloom.z;
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lum=min(1.0,lum);
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float4 c_out=float4(cLightScale.xyz, 1) * fbSample + settings.z * pow(lum, settings2.x) * bloom;
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// calculate vignette (lens brightness falloff near edges)
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c_out.xyz*=max(settings2.y,vig);
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return FinalOutput( c_out, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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