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82 lines
1.9 KiB
82 lines
1.9 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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// STATIC: "SHOWALPHA" "0..1"
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// DYNAMIC: "ISCUBEMAP" "0..1"
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler g_tSampler : register( s0 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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const float3 g_vConst0 : register( c0 );
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#define g_flIsHdrCube g_vConst0.x
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#define g_flIsHdr2D g_vConst0.y
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 sample = tex2D( g_tSampler, i.texCoord );
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float4 result = { 0.0f, 0.0f, 0.0f, 1.0f };
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result.rgb = sample.rgb;
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#if SHOWALPHA
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result.rgb = sample.a;
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#endif
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if ( g_flIsHdr2D )
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result.rgb *= MAX_HDR_OVERBRIGHT;
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#if ISCUBEMAP
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bool bNoDataForThisPixel = false;
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float3 vec = float3( 0, 0, 0 );
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float x = i.texCoord.x;
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float y = i.texCoord.y;
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float x2 = frac( ( i.texCoord.x ) * 3.0f ) * 2.0f - 1.0f;
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float y2 = frac( ( i.texCoord.y ) * 4.0f ) * 2.0f - 1.0f;
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if ( ( x >= 0.3333f ) && ( x <= 0.6666f ) ) //Center row
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{
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if ( y >= 0.75f )
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vec = float3( x2, 1.0, y2 );
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else if ( y >= 0.5f )
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vec = float3( x2, y2, -1.0 );
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else if ( y >= 0.25f )
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vec = float3( x2, -1.0, -y2 );
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else if ( y >= 0.0f )
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vec = float3( x2, -y2, 1.0 );
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}
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else if ( ( y >= 0.25f ) && ( y <= 0.5f ) )
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{
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if ( x <= 0.3333f )
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vec = float3( -1.0f, -x2, -y2 );
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else if (x >= 0.6666f)
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vec = float3( 1.0f, x2, -y2 );
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else
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bNoDataForThisPixel = true;
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}
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else
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{
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bNoDataForThisPixel = true;
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}
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float4 cBase = texCUBE( g_tSampler, vec );
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#if SHOWALPHA
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cBase.rgb = cBase.a;
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#endif
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if ( g_flIsHdrCube )
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cBase.rgb *= ENV_MAP_SCALE;
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if ( bNoDataForThisPixel == true )
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cBase.rgb = float3( 0.9f, 0.4f, 0.15f );
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result.rgb = cBase.rgb;
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result.a = 1.0f; // - bNoDataForThisPixel;
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#endif
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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