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56 lines
1.9 KiB
56 lines
1.9 KiB
4 years ago
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// DYNAMIC: "NUM_LOOKUPS" "0..4"
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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_NONE
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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sampler ColorCorrectionVolumeTexture0 : register( s1 );
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sampler ColorCorrectionVolumeTexture1 : register( s2 );
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sampler ColorCorrectionVolumeTexture2 : register( s3 );
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sampler ColorCorrectionVolumeTexture3 : register( s4 );
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float ColorCorrectionDefaultWeight : register( c0 );
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float ColorCorrectionVolumeWeight0 : register( c1 );
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float ColorCorrectionVolumeWeight1 : register( c2 );
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float ColorCorrectionVolumeWeight2 : register( c3 );
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float ColorCorrectionVolumeWeight3 : register( c4 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
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// NOTE: This code requires the color correction texture to be 32 units to be correct.
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// This code will cause (0,0,0) to be read from 0.5f/32
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// and (1,1,1) to be read from 31.5f/32
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float4 offsetBaseColor = baseColor*( 31.0f / 32.0f ) + ( 0.5f / 32.0f );
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float4 outColor = float4( 0.0f, 0.0f, 0.0f, baseColor.a );
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outColor.rgb = baseColor * ColorCorrectionDefaultWeight;
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if (NUM_LOOKUPS > 0)
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{
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outColor.rgb += tex3D( ColorCorrectionVolumeTexture0, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight0;
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if (NUM_LOOKUPS > 1)
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{
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outColor.rgb += tex3D( ColorCorrectionVolumeTexture1, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight1;
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if (NUM_LOOKUPS > 2)
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{
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outColor.rgb += tex3D( ColorCorrectionVolumeTexture2, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight2;
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if (NUM_LOOKUPS > 3)
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{
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outColor.rgb += tex3D( ColorCorrectionVolumeTexture3, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight3;
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}
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}
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}
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}
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return FinalOutput( outColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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