Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE]
#include "common_ps_fxc.h"
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
sampler RGBSTextureSampler : register( s0 );
float4 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_color_return_type 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.rgb = lerp(s00.rgb, s10.rgb, fracCoord.x);
s01.rgb*=s01.a;
s11.rgb*=s11.a;
s01.rgb = lerp(s01.rgb, s11.rgb, fracCoord.x);
result.rgb = lerp(s00.rgb, s01.rgb, fracCoord.y);
//#endif
// This is never fogged.
return FinalOutput( float4( InputScale.rgb*result.rgb, 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
}