Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#if defined( _X360 )
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
{
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if ( !bBump )
{
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vWeights = max( vWeights - 0.3, 0 );
vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
[branch]
if (vWeights.x > 0)
{
vResultBase += vWeights.x * tex2D( base, coords.zy );
if ( bBase2 )
{
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
}
if ( bBump )
{
vResultBump += vWeights.x * tex2D( bump, coords.zy );
}
}
[branch]
if (vWeights.y > 0)
{
vResultBase += vWeights.y * tex2D( base, coords.xz );
if ( bBase2 )
{
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
}
if ( bBump )
{
vResultBump += vWeights.y * tex2D( bump, coords.xz );
}
}
[branch]
if (vWeights.z > 0)
{
vResultBase += vWeights.z * tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump += vWeights.z * tex2D( bump, coords.xy );
}
}
#else // not seamless
vResultBase = tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 = tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump = tex2D( bump, coords.xy );
}
#endif
}
#else // PC
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
{
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if ( !bBump )
{
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vResultBase += vWeights.x * tex2D( base, coords.zy );
if ( bBase2 )
{
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
}
if ( bBump )
{
vResultBump += vWeights.x * tex2D( bump, coords.zy );
}
vResultBase += vWeights.y * tex2D( base, coords.xz );
if ( bBase2 )
{
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
}
if ( bBump )
{
vResultBump += vWeights.y * tex2D( bump, coords.xz );
}
vResultBase += vWeights.z * tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump += vWeights.z * tex2D( bump, coords.xy );
}
#else // not seamless
vResultBase = tex2D( base, coords.xy );
if ( bBase2 )
{
vResultBase2 = tex2D( base2, coords.xy );
}
if ( bBump )
{
vResultBump = tex2D( bump, coords.xy );
}
#endif
}
#endif
float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord )
{
# if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
{
float3 sample = tex2D( LightmapSampler, vTexCoord );
return sample;
}
# else
{
# if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
{
float4 sample = tex2D( LightmapSampler, vTexCoord );
return sample.rgb * sample.a;
}
# else
{
float4 Weights;
float4 samples_0; //no arrays allowed in inline assembly
float4 samples_1;
float4 samples_2;
float4 samples_3;
asm {
tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
getWeights2D Weights, vTexCoord.xy, LightmapSampler
};
Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
float3 result;
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);
return result;
}
# endif
}
# endif
}