Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "CMBO_USERENDERTARGET" "0..1"
#include "shader_constant_register_map.h" #include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 ); sampler DistortMapTextureSampler : register( s1 );
struct PS_INPUT { float2 vBaseTexCoord : TEXCOORD0; };
float4 main( PS_INPUT i ) : COLOR { float2 vOriginal = i.vBaseTexCoord.xy;
float4 vRead = tex2D( DistortMapTextureSampler, vOriginal );
float2 vGreen; vGreen.r = ( vRead.x + vRead.z ) / 2.0; vGreen.g = ( vRead.y + vRead.w ) / 2.0;
float4 vFinal; vFinal.r = tex2D( BaseTextureSampler, vRead.xy ).r; vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga; vFinal.b = tex2D( BaseTextureSampler, vRead.zw ).b; float fBoundsCheck; #if ( CMBO_USERENDERTARGET ) { fBoundsCheck = saturate( dot( (vGreen.xy < float2(0.01,0.01)), float2(1,1)) + dot( (vGreen.xy > float2(0.99,0.99)), float2(1,1)) ); } #else { fBoundsCheck = saturate( dot( (vGreen.xy < float2(0.005,0.005)), float2(1,1)) + dot( (vGreen.xy > float2(0.995,0.995)), float2(1,1)) + (vGreen.x > 0.495 && vGreen.x < 0.505 ) ); } #endif
vFinal.xyz = lerp( vFinal.xyz, float3(0,0,0), fBoundsCheck );
return vFinal; }
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