You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
340 lines
10 KiB
340 lines
10 KiB
//======= Copyright © 1996-2015, Valve Corporation, All rights reserved. ====== |
|
// STATIC: "COMBINE_MODE" "0..6" // See below for meanings of combine modes. |
|
// DYNAMIC: "DEBUG_MODE" "0..0" [ps20] |
|
// DYNAMIC: "DEBUG_MODE" "0..1" [ps20b] [ps30] |
|
|
|
// Lerps are implemented by a multiply / blend / multiply inverse on ps20 |
|
// SKIP: ( $COMBINE_MODE == 2 ) [ps20] |
|
// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps20b] |
|
// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps30] |
|
// SKIP: ( $COMBINE_MODE != 6 && $DEBUG_MODE == 1 ) |
|
|
|
#include "common_ps_fxc.h" |
|
|
|
struct PS_INPUT |
|
{ |
|
float4 texCoord01 : TEXCOORD0; |
|
float4 texCoord23 : TEXCOORD1; |
|
}; |
|
|
|
#define COMBINE_MODE_MULTIPLY 0 |
|
#define COMBINE_MODE_ADD 1 |
|
#define COMBINE_MODE_LERP 2 |
|
#define COMBINE_MODE_SELECTOR 3 |
|
#define COMBINE_MODE_LERP_TEX_FIRST 4 |
|
#define COMBINE_MODE_LERP_TEX_SECOND 5 |
|
#define COMBINE_MODE_BLEND 6 |
|
|
|
#if ( !defined( SHADER_MODEL_PS_2_0 ) ) |
|
#define SKIP_SRGB_ENC_DEC 0 |
|
#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 1 |
|
#else |
|
#define SKIP_SRGB_ENC_DEC 1 |
|
#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 0 |
|
#endif |
|
|
|
const float4 cAdjustInLevel[4] : register( c2 ); |
|
const int cNumTextures : register( c6 ); |
|
const float4 cSelectValues[4] : register( c7 ); |
|
|
|
sampler InSampler0 : register( s0 ); |
|
sampler InSampler1 : register( s1 ); |
|
#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE ) |
|
sampler InSampler2 : register( s2 ); |
|
sampler InSampler3 : register( s3 ); |
|
#endif |
|
|
|
#define texCoord0 texCoord01.xy |
|
#define texCoord1 texCoord01.zw |
|
#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE ) |
|
#define texCoord2 texCoord23.xy |
|
#define texCoord3 texCoord23.zw |
|
#endif |
|
|
|
#define g_AdjustInBlack(n) cAdjustInLevel[n].x |
|
#define g_AdjustInWhite(n) cAdjustInLevel[n].y |
|
#define g_AdjustGamma(n) cAdjustInLevel[n].z |
|
|
|
static const float4 cErrColor = float4( 0.0, 1.0, 0.0, 1.0 ); |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) |
|
static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_ADD ) |
|
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_LERP ) |
|
static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) |
|
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) || ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) |
|
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) |
|
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); |
|
#else |
|
#error "Need to add mode selection here." |
|
#endif |
|
|
|
float invlerp( float x, float y, float r ) |
|
{ |
|
return ( r - x ) / ( y - x ); |
|
} |
|
|
|
float4 invlerp( float x, float y, float4 r ) |
|
{ |
|
return ( r - x ) / ( y - x ); |
|
} |
|
|
|
float4 ConvertLinearTosRGB( float4 lin ) |
|
{ |
|
#if ( SKIP_SRGB_ENC_DEC ) |
|
// If we're in ps 2.0, we don't have the instruction slots to do this correctly |
|
return lin; |
|
#else |
|
float3 col_lin = lin.xyz; |
|
float3 col_srgb; |
|
for (int i = 0; i < 3; ++i) |
|
{ |
|
if ( col_lin[i] <= 0.0031308f ) |
|
col_srgb[i] = 12.92 * col_lin[i]; |
|
else |
|
col_srgb[i] = 1.055 * pow( col_lin[i], 1.0 / 2.4 ) - 0.055; |
|
} |
|
|
|
return float4( col_srgb.xyz, lin.a ); |
|
#endif |
|
} |
|
|
|
float4 ConvertsRGBToLinear( float4 srgb ) |
|
{ |
|
#if ( SKIP_SRGB_ENC_DEC ) |
|
// If we're in ps 2.0, we don't have the instruction slots to do this correctly |
|
return srgb; |
|
#else |
|
float3 col_srgb = srgb.xyz; |
|
float3 col_lin; |
|
|
|
for (int i = 0; i < 3; ++i) |
|
{ |
|
if ( col_srgb[i] <= 0.04045 ) |
|
col_lin[i] = col_srgb[i] / 12.92; |
|
else |
|
col_lin[i] = pow( ( col_srgb[i] + 0.055 ) / 1.055, 2.4 ); |
|
} |
|
|
|
return float4( col_lin.xyz, srgb.a ); |
|
#endif |
|
} |
|
|
|
|
|
// Uses photoshop math to perform level adjustment. |
|
// Note: Photoshop does this math in sRGB space, even though that is mathematically wrong. |
|
// To match photoshop, we have to convert our textures from linear space (they're always linear in the shader) |
|
// to sRGB, perform the calculations and then return to linear space for output from the shader. |
|
// Yuck. |
|
float AdjustLevels( float inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue ) |
|
{ |
|
if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 ) |
|
return inSrc; |
|
else |
|
{ |
|
inSrc = ConvertLinearTosRGB( inSrc ); |
|
|
|
float pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) ); |
|
float gammaAdjusted = pow( pcg, inGammaValue ); |
|
|
|
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted ); |
|
|
|
return saturate( gammaAdjusted ); |
|
} |
|
} |
|
|
|
float4 AdjustLevels( float4 inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue ) |
|
{ |
|
if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 ) |
|
return inSrc; |
|
else |
|
{ |
|
inSrc = ConvertLinearTosRGB( inSrc ); |
|
|
|
float4 pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) ); |
|
float4 gammaAdjusted = pow( pcg, inGammaValue ); |
|
|
|
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted ); |
|
|
|
return saturate( gammaAdjusted ); |
|
} |
|
} |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY || COMBINE_MODE == COMBINE_MODE_ADD ) || ( COMBINE_MODE == COMBINE_MODE_BLEND ) |
|
float4 main_simple( PS_INPUT i ) |
|
{ |
|
float4 color0 = cNumTextures > 0 ? tex2D( InSampler0, i.texCoord0 ) : cSafeColor; |
|
float4 color1 = cNumTextures > 1 ? tex2D( InSampler1, i.texCoord1 ) : cSafeColor; |
|
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE |
|
float4 color2 = cNumTextures > 2 ? tex2D( InSampler2, i.texCoord2 ) : cSafeColor; |
|
float4 color3 = cNumTextures > 3 ? tex2D( InSampler3, i.texCoord3 ) : cSafeColor; |
|
#endif |
|
|
|
color0 = cNumTextures > 0 ? AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ) : cSafeColor; |
|
color1 = cNumTextures > 1 ? AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ) : cSafeColor; |
|
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE |
|
color2 = cNumTextures > 2 ? AdjustLevels( color2, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) ) : cSafeColor; |
|
color3 = cNumTextures > 3 ? AdjustLevels( color3, g_AdjustInBlack(3), g_AdjustInWhite(3), g_AdjustGamma(3) ) : cSafeColor; |
|
#endif |
|
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) |
|
return color0 |
|
* color1 |
|
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE |
|
* color2 |
|
* color3 |
|
#endif |
|
; |
|
#elif ( COMBINE_MODE == COMBINE_MODE_ADD ) |
|
return color0 |
|
+ color1 |
|
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE |
|
+ color2 |
|
+ color3 |
|
#endif |
|
; |
|
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) |
|
// color0 is the previous frame's data. |
|
// color1 is the sticker's data, with alpha as transparency. |
|
// If we're on PS 2.0b, color2 has specular info as a grayscale texture--make sure to write that out. |
|
|
|
#if ( DEBUG_MODE == 0 ) |
|
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE |
|
float srcSpecular = color2.r; |
|
#else |
|
float srcSpecular = 1; |
|
#endif |
|
|
|
|
|
float3 tmpColor = ( 1.0 - color1.a ) * color0.xyz |
|
+ ( color1.a ) * color1.xyz; |
|
|
|
float tmpSpecular = ( 1.0 - color1.a ) * color0.w |
|
+ ( color1.a ) * srcSpecular; |
|
|
|
return float4( tmpColor.xyz, tmpSpecular ); |
|
#else |
|
if ( i.texCoord1.x < 0 || i.texCoord1.y < 0 |
|
|| i.texCoord1.x > 1 || i.texCoord1.y > 1 ) |
|
{ |
|
return color0; |
|
} |
|
else |
|
return float4( i.texCoord1.xy, 0, color0.a ); |
|
#endif |
|
#else |
|
#error "Surprising combine mode in function, update code." |
|
#endif |
|
} |
|
#endif |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_LERP ) |
|
float4 main_lerp( PS_INPUT i ) |
|
{ |
|
if (cNumTextures == 3) |
|
{ |
|
float4 color0 = tex2D( InSampler0, i.texCoord0 ); |
|
float4 color1 = tex2D( InSampler1, i.texCoord1 ); |
|
float4 colSel = tex2D( InSampler2, i.texCoord2 ); |
|
|
|
color0 = AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ); |
|
color1 = AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ); |
|
colSel = AdjustLevels( colSel, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) ); |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_LERP ) |
|
return lerp( color0, color1, colSel.xxxx ); |
|
#else |
|
#error "Surprising combine mode in function, update code." |
|
#endif |
|
} |
|
else |
|
{ |
|
return float4( 1, 0, 0, 1 ); |
|
} |
|
} |
|
#endif |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) |
|
float4 main_selector( PS_INPUT i ) |
|
{ |
|
if ( cNumTextures == 1 ) |
|
{ |
|
float fNormalizedColor = tex2D( InSampler0, i.texCoord0 ).x; |
|
float fTestColor = round( ( fNormalizedColor * 255.0 / 16.0f ) ); |
|
|
|
bool4 bTestVec[4]; |
|
for ( int i = 0; i < 4; ++i ) |
|
{ |
|
bTestVec[i] = cSelectValues[i] != 0 |
|
? round( cSelectValues[i] ) == fTestColor |
|
: false; |
|
} |
|
|
|
bool4 bAny = bool4( |
|
any( bTestVec[0] ), |
|
any( bTestVec[1] ), |
|
any( bTestVec[2] ), |
|
any( bTestVec[3] ) |
|
); |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) |
|
return any( bAny ) |
|
? float4( 1, 1, 1, 1 ) |
|
: float4( 0, 0, 0, 0 ); |
|
#else |
|
#error "Surprising combine mode in function, update code." |
|
#endif |
|
} |
|
else |
|
{ |
|
return float4( 1, 1, 0, 1 ); |
|
} |
|
} |
|
#endif |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) |
|
float4 main_lerp_multipass( PS_INPUT i ) |
|
{ |
|
if (cNumTextures == 2) |
|
{ |
|
float4 colorN = tex2D( InSampler0, i.texCoord0 ); |
|
float4 colSel = tex2D( InSampler1, i.texCoord1 ); |
|
|
|
colorN = AdjustLevels( colorN, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ); |
|
colSel = AdjustLevels( colSel, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ); |
|
|
|
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) |
|
return colorN * ( 1.0 - colSel.xxxx ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) |
|
return colorN * ( colSel.xxxx ); |
|
#else |
|
#error "Surprising combine mode in function, update code." |
|
#endif |
|
} |
|
else |
|
{ |
|
return float4( 1, 0, 0, 1 ); |
|
} |
|
} |
|
#endif |
|
|
|
float4 main( PS_INPUT i ) : COLOR |
|
{ |
|
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) |
|
return main_simple( i ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_ADD ) |
|
return main_simple( i ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_LERP ) |
|
return main_lerp( i ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) |
|
return main_selector( i ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) |
|
return main_lerp_multipass( i ); |
|
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) |
|
return main_simple( i ); |
|
#else |
|
#error "Need to add mode selection here." |
|
#endif |
|
}
|
|
|