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