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82 lines
2.9 KiB
82 lines
2.9 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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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#include "common_ps_fxc.h"
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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sampler RGBSTextureSampler : register( s0 );
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HALF4 InputScale : register( c0 );
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float2 texWidthHeight : register( c1 );
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float4 texOffsets : register( c2 );
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struct PS_INPUT
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{
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//#if defined( _X360 )
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// float2 baseTexCoord : TEXCOORD0;
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//#else
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float2 baseTexCoord00 : TEXCOORD0;
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float2 baseTexCoord01 : TEXCOORD1;
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float2 baseTexCoord10 : TEXCOORD2;
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float2 baseTexCoord11 : TEXCOORD3;
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float2 baseTexCoord_In_Pixels: TEXCOORD4;
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//#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 result;
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//#if defined( _X360 ) //360 has a cheaper way to handle RGBscale
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// float4 Weights;
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// float4 samples_0; //no arrays allowed in inline assembly
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// float4 samples_1;
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// float4 samples_2;
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// float4 samples_3;
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// float2 vTexCoord = i.baseTexCoord;
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//
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// asm {
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// tfetch2D samples_0, vTexCoord.xy, RGBSTextureSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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// tfetch2D samples_1, vTexCoord.xy, RGBSTextureSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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// tfetch2D samples_2, vTexCoord.xy, RGBSTextureSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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// tfetch2D samples_3, vTexCoord.xy, RGBSTextureSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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//
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// getWeights2D Weights, vTexCoord.xy, RGBSTextureSampler
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// };
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//
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// Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
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//
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// result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
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// result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
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// result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
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// result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
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//
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//#else
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float4 s00 = tex2D(RGBSTextureSampler, i.baseTexCoord00);
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float4 s10 = tex2D(RGBSTextureSampler, i.baseTexCoord10);
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float4 s01 = tex2D(RGBSTextureSampler, i.baseTexCoord01);
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float4 s11 = tex2D(RGBSTextureSampler, i.baseTexCoord11);
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float2 fracCoord = frac(i.baseTexCoord_In_Pixels);
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s00.rgb*=s00.a;
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s10.rgb*=s10.a;
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s00.xyz = lerp(s00, s10, fracCoord.x);
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s01.rgb*=s01.a;
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s11.rgb*=s11.a;
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s01.xyz = lerp(s01, s11, fracCoord.x);
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result = lerp(s00, s01, fracCoord.y);
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//#endif
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// This is never fogged.
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return FinalOutput( float4( InputScale*result, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
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}
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