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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "MODE" "0..9"
// STATIC: "LINEAR_TO_SRGB" "0..1" [ps20b] #include "common_ps_fxc.h"
const float g_Alpha : register( c0 );
sampler BaseTextureSampler : register( s0 ); sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; }; float3 RGBtoHSV( in float3 rgb ) { float3 hsv; float fmin, fmax, delta; fmin = min( min( rgb.r, rgb.g ), rgb.b ); fmax = max( max( rgb.r, rgb.g) , rgb.b ); hsv.b = fmax; // v delta = fmax - fmin; // if( fmax != 0 ) { hsv.g = delta / fmax; // s if( rgb.r == fmax ) hsv.r = ( rgb.g - rgb.b ) / delta; // between yellow & magenta else if( rgb.g == fmax ) hsv.r = 2 + ( rgb.b - rgb.r ) / delta; // between cyan & yellow else hsv.r = 4 + ( rgb.r - rgb.g ) / delta; // between magenta & cyan hsv.r *= 60; // degrees if( hsv.r < 0 ) hsv.r += 360; } // else // { // // r = g = b = 0 // s = 0, v is undefined // hsv.g = 0; // hsv.r = -1; // } return hsv; }
float3 HSVtoRGB( in float3 hsv ) { int i; float3 rgb; float h = hsv.r; float s = hsv.g; float v = hsv.b; float f, p, q, t; if( s == 0 ) { // achromatic (grey) rgb.rgb = v; } else { h /= 60; // sector 0 to 5 i = floor( h ); f = h - i; // factorial part of h p = v * ( 1 - s ); q = v * ( 1 - s * f ); t = v * ( 1 - s * ( 1 - f ) ); if( i == 0 ) { rgb.r = v; rgb.g = t; rgb.b = p; } else if( i == 1 ) { rgb.r = q; rgb.g = v; rgb.b = p; } else if( i == 2 ) { rgb.r = p; rgb.g = v; rgb.b = t; } else if( i == 3 ) { rgb.r = p; rgb.g = q; rgb.b = v; } else if( i == 4 ) { rgb.r = t; rgb.g = p; rgb.b = v; } else // if( i == 5 ) { rgb.r = v; rgb.g = p; rgb.b = q; } } return rgb; }
// We have to run through this input converter on OpenGL if the // rest of the shader code is expecting sRGB values float3 SampleTexture( sampler texSampler, float2 tc ) { float3 c = tex2D( texSampler, tc ).xyz;
#if ( LINEAR_TO_SRGB ) { c = LinearToGamma( c ); } #endif
return c; }
// We have to run through this output converter on OpenGL if we // expect to be writing out sRGB values (since sRGB will be forced on) float3 OutputColor( float3 result ) { #if ( LINEAR_TO_SRGB ) { return GammaToLinear( result ); } #endif
return result; }
float4 main( PS_INPUT i ) : COLOR { float3 result; #if MODE == 0 // negative greyscale of scene * gman float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f; scene.xyz = dot( float3( scale, scale, scale), scene.xyz ); scene = float3( 1, 1, 1 ) - scene;
return FinalOutput( float4( OutputColor( scene * gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 1 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); float scale = 1.0f / 3.0f; scene.xyz = dot( float3( scale, scale, scale ), scene.xyz );
float gmanLum = dot( float3( scale, scale, scale ), gman ); if( gmanLum < 0.3 ) { result = OutputColor( float3( 1, 1, 1 ) - gman ); return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } else { result = OutputColor( ( float3( 1, 1, 1 ) - gman ) * scene ); return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } #endif
#if MODE == 2 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float startRamp = .2; float endRamp = .5; float scale = 1.0f / 3.0f; float gmanLum = dot( float3( scale, scale, scale ), gman ); float sceneLum = dot( float3( scale, scale, scale ), scene );
float blend = ( gmanLum - startRamp ) * ( 1.0f / ( endRamp - startRamp ) ); blend = saturate( blend ); // return gmanLum * ( 1.0f - blend ) + scene * blend;
result = OutputColor( min( gmanLum.xxx, scene ) ); return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 3 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); float scale = 1.0f / 3.0f; float gmanLum = dot( float3( scale, scale, scale ), gman ); float sceneLum = dot( float3( scale, scale, scale ), scene );
float a = 0.0f; float b = 0.4f; float c = 0.7f; float d = 1.0f;
float blend; if( gmanLum < b ) { blend = ( gmanLum - a ) / ( b - a ); } else if( gmanLum > c ) { blend = 1.0f - ( ( gmanLum - c) / ( d - c ) ); } else { blend = 1.0f; }
blend = saturate( blend ); result = OutputColor( gmanLum.xxx * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx ); return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 4 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); float scale = 1.0f / 3.0f; float gmanLum = dot( float3( scale, scale, scale ), gman ); float sceneLum = dot( float3( scale, scale, scale ), scene );
float a = 0.0f; float b = 0.4f; float c = 0.7f; float d = 1.0f;
float blend; if( gmanLum < b ) { blend = ( gmanLum - a ) / ( b - a ); } else if( gmanLum > c ) { blend = 1.0f - ( ( gmanLum - c) / ( d - c ) ); } else { blend = 1.0f; }
blend = saturate( blend );
result = OutputColor( gman * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx ); return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 5 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); float scale = 1.0f / 3.0f; // float sceneLum = dot( float3( scale, scale, scale ), scene ); float sceneLum = scene.r;
if( sceneLum > 0.0f ) { return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } else { float3 hsv = RGBtoHSV( gman );
// float blend = saturate( hsv.b - .5 ); float blend = hsv.b - .5; hsv.b *= 1.0f + blend; hsv.g *= 1.0f - blend; return FinalOutput( float4( OutputColor( HSVtoRGB( hsv ) ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } #endif
#if MODE == 6 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); return FinalOutput( float4( OutputColor( scene + gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 7 float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord ); return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 8 float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord ); return FinalOutput( float4( OutputColor( gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif
#if MODE == 9 // Fetch textures float3 cLayer1 = SampleTexture( BaseTextureSampler, i.baseTexCoord.xy ); float3 cLayer2 = SampleTexture( BaseTextureSampler2, i.baseTexCoord.xy );
/* // Put colors roughly back into gamma space float3 cGammaLayer1 = pow( cLayer1, 0.454545f ); float3 cGammaLayer2 = pow( cLayer2, 0.454545f );
// Brightness //float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.3f, 0.59f, 0.11f ) ) ); //float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.3f, 0.59f, 0.11f ) ) ); float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) ); float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
// Blend layers in rough gamma space float3 cGammaOverlayResult; if ( flLayer1Brightness < 0.5f ) { cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb ); } else { cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) ); }
// Convert back to linear space float3 cLinearOverlayResult = pow( cGammaOverlayResult.rgb, 2.2f ); //*/
float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) ); float flLayer2Brightness = saturate( dot( cLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
// Modify layer 1 to be more contrasty cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f ); float3 cLinearOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
// Tonemap, fog, etc. return FinalOutput( float4( OutputColor( cLinearOverlayResult.rgb ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); #endif }
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