Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "VERTEXALPHA" "0..1"
#include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
sampler YTextureSampler : register( s0 );
sampler cRTextureSampler : register( s1 );
sampler cBTextureSampler : register( s2 );
//sampler ATextureSampler : register( s3 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float4 worldPos_projPosZ : TEXCOORD1;
float flAlpha : TEXCOORD2;
};
#if 0
static float yuvtorgb[] =
{
1.164123535f, 1.595794678f, 0.0f, -0.87065506f,
1.164123535f, -0.813476563f, -0.391448975f, 0.529705048f,
1.164123535f, 0.0f, 2.017822266f, -1.081668854f,
1.0f, 0.0f, 0.0f, 0.0f
};
" sampler tex0 : register( s0 ); "
" sampler tex1 : register( s1 ); "
" sampler tex2 : register( s2 ); "
" sampler tex3 : register( s3 ); "
" float4 tor : register( c0 ); "
" float4 tog : register( c1 ); "
" float4 tob : register( c2 ); "
" float4 consts : register( c3 ); "
" "
" struct VS_OUT "
" { "
" float2 T0: TEXCOORD0; "
" }; "
" "
" float4 main( VS_OUT In ) : COLOR "
" { "
" float4 c; "
" float4 p; "
" c.x = tex2D( tex0, In.T0 ).x; "
" c.y = tex2D( tex1, In.T0 ).x; "
" c.z = tex2D( tex2, In.T0 ).x; "
" c.w = consts.x; "
" p.w = tex2D( tex3, In.T0 ).x; "
" p.x = dot( tor, c ); "
" p.y = dot( tog, c ); "
" p.z = dot( tob, c ); "
" p.w *= consts.w; "
" return p; "
" } ";
#endif
float4 main( PS_INPUT i ) : COLOR
{
half y, cR, cB;
y = tex2D( YTextureSampler, i.baseTexCoord.xy ).x;
cR = tex2D( cRTextureSampler, i.baseTexCoord.xy ).x;
cB = tex2D( cBTextureSampler, i.baseTexCoord.xy ).x;
// half a = tex2D( ATextureSampler, i.baseTexCoord.xy );
#if defined( _X360 )
{
// Reduce the black level of videos on X360 - this is a workaround for our highly tweaked gamma ramp, which was optimized for 3D content and non-PWL textures.
y = saturate( y - 6.0f / 255.0f );
}
#endif
float4 c;
c = float4( y, cR, cB, 1.0f );
float4 tor = float4( 1.164123535f, 1.595794678f, 0.0f, -0.87065506f );
float4 tog = float4( 1.164123535f, -0.813476563f, -0.391448975f, 0.529705048f );
float4 tob = float4( 1.164123535f, 0.0f, 2.017822266f, -1.081668854f );
float4 rgba;
rgba.r = dot( c, tor );
rgba.g = dot( c, tog );
rgba.b = dot( c, tob );
#if ( VERTEXALPHA )
{
rgba.a = i.flAlpha;
}
#else
{
rgba.a = 1.0f;
}
#endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
float4 result = FinalOutput( rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
// The 360 will do an sRGB write to put the linear values into 360 gamma space, but the PC just outputs gamma values directly
// Commenting this out because we're not using PWL textures on X360 for Portal2. Also see the disabled sRGB write in bik_dx9.cpp.
// #if defined( _X360 )
// result.rgb = SrgbGammaToLinear( result.rgb );
// #endif
return result.rgba;
}