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78 lines
2.2 KiB
78 lines
2.2 KiB
// DYNAMIC: "CMBO_HUDUNDISTORT" "0..1" |
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#include "shader_constant_register_map.h" |
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#include "common_ps_fxc.h" |
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sampler BaseTextureSampler : register( s0 ); |
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sampler DistortMapTextureSampler : register( s1 ); |
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const float4 DistortBounds : register( c0 ); |
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const int bHudTranslucent : register( c1 ); |
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struct PS_INPUT |
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{ |
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float2 vBaseTexCoord : TEXCOORD0; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float2 vOriginal = i.vBaseTexCoord.xy; |
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// The full uv 0->1 range of the base texture here is shifted/scaled so that it maps |
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// to the region that would be minUV->maxUV of the base texture in the regular undistort |
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// code. This lets us overlay a higher-resolution inset rectangle directly onto the |
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// render target with undistort, which results in a much higher-quality HUD. |
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float2 minUV = DistortBounds.xy; |
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float2 maxUV = DistortBounds.zw; |
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float2 scaleUV = 1.0 / ( maxUV - minUV ); |
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float2 vGreen; |
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float4 vFinal; |
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#if ( CMBO_HUDUNDISTORT ) |
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{ |
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float4 vRead = tex2D( DistortMapTextureSampler, vOriginal ); |
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float2 vRed = vRead.xy; |
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float2 vBlue = vRead.zw; |
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vGreen = ( vRed + vBlue ) / 2.0; |
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vRed = ( vRed - minUV ) * scaleUV; |
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vGreen = ( vGreen - minUV ) * scaleUV; |
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vBlue = ( vBlue - minUV ) * scaleUV; |
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vFinal.r = tex2D( BaseTextureSampler, vRed ).r; |
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vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga; |
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vFinal.b = tex2D( BaseTextureSampler, vBlue ).b; |
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} |
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#else |
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{ |
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vGreen = ( vOriginal - minUV ) * scaleUV; |
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vFinal = tex2D( BaseTextureSampler, vGreen ); |
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} |
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#endif |
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// When the HUD isn't supposed to be rendered as translucent, some of its elements do occasionally have non-unit alpha. |
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// We always have blending and alphatest enabled here, so if the hud itself is not supposed to be translucent we need |
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// to fix up the alphas. |
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vFinal.a = lerp( 1, vFinal.a, bHudTranslucent ); |
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// Smooth off the edges of the quad. This also gives (0,0,0,0) in the outer areas, for alpha test and for blackout. |
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const float edgeRampFrac = 0.005; |
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float2 uvEdgeRamp = smoothstep( float2(-edgeRampFrac,-edgeRampFrac), float2(edgeRampFrac,edgeRampFrac), vGreen ) * |
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( 1 - smoothstep( float2(1-edgeRampFrac,1-edgeRampFrac), float2(1+edgeRampFrac,1+edgeRampFrac), vGreen ) ); |
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float edgeRamp = uvEdgeRamp.x * uvEdgeRamp.y; |
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vFinal *= edgeRamp; |
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return vFinal; |
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}
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