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; DYNAMIC: "MODE" "0..8"
ps.1.1
//HALF Grey( HALF3 input ) //{ // return dot( ( float3 )( 1.0f / 3.0f ), input ); //}
#if MODE == 0 // negative greyscale of scene * gman // float scale = 1.0f / 3.0f; // scene.xyz = dot( float3( scale, scale, scale), scene.xyz ); // scene = 1.0f - scene; // return float4( scene * gman, g_Alpha ); def c1, 0.333333343, 0.333333343, 0.333333343, 1 def c2, 1, 0, 0, 0 tex t0 tex t1 dp3 r0, c1, t0 add r0.w, -r0.w, c1.w mul r0.xyz, t1, r0.w dp3 r1, c2, c0 mov r0.w, r1.w #endif
#if MODE == 1 //if( Grey( gman ) < 0.3 ) // return float4( 1.0f - gman, g_Alpha ); //else // return float4( ( 1.0f - gman ) * scene, g_Alpha ); def c1, 0.333333343, 0.333333343, 0.333333343, 0.300000012 def c2, 1, 1, 1, 1 def c3, 1, 0, 0, 0.5 tex t0 tex t1 dp3 r1, c1, t1 add t0.w, r1.w, -c1.w + add r1.xyz, -t1, c2 dp3 t1, c3, c0 mov t1.w, t1.w + mul t1.xyz, t0, r1 dp3 t2, c3, c0 mov r1.w, t2.w mad r0.w, t0.w, -c2.w, c3.w cnd r0, r0.w, r1, t1 #endif
#if MODE == 2 // return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); def c1, 1, 0, 0, 1 def c2, 0, 0, 0, 1 tex t0 tex t1 dp3 r0, c1, c0 mul r0.w, r0.w, -c1.w add r0.w, r0.w, c2.w add r1.w, -r0.w, c2.w + mul r0.xyz, t0, r0.w mad r0.xyz, t1, r1.w, r0 dp3 r1, c1, c0 mov r0.w, r1.w #endif
#if MODE == 3 // return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha ); def c1, 0.333333343, 0.333333343, 0.333333343, 1 def c2, 1, 0, 0, 0 tex t0 tex t1 dp3 r0, c1, t1 add r1.w, -r0.w, c1.w mul r1.xyz, t0, r1.w mad r0.xyz, r0, r0, r1 dp3 r1, c2, c0 mov r0.w, r1.w #endif
#if MODE == 4 // return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); def c1, 1, 0, 0, 1 def c2, 0, 0, 0, 1 tex t0 tex t1 dp3 r0, c1, c0 mul r0.w, r0.w, -c1.w add r0.w, r0.w, c2.w add r1.w, -r0.w, c2.w + mul r0.xyz, t0, r0.w mad r0.xyz, t1, r1.w, r0 dp3 r1, c1, c0 mov r0.w, r1.w #endif
#if MODE == 5 //float sceneLum = scene.r; //if( sceneLum > 0.0f ) // return float4( scene, g_Alpha ); //else // return float4( gman, g_Alpha ); def c1, 1, 0, 0, 1 def c2, 0, 0, 0, 0.45 tex t0 ; gman (sceneLum) tex t1 ; scene dp3 r1, c1, c0 mov t1.w, r1.w ; t1.w = alpha dp3 r1, c1, c0 mov t0.w, r1.w ; t0.w = alpha dp3 r1, c1, t0 ; r1.w = gman.r add r0, r1.w, c2.w cnd r0, r0.w, t0, t1 #endif
#if MODE == 6 // return float4( scene + gman, g_Alpha ); def c1, 1, 0, 0, 0 tex t0 tex t1 add r0.xyz, t0, t1 dp3 r1, c1, c0 mov r0.w, r1.w #endif
#if MODE == 7 // return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); def c1, 1, 0, 0, 1 def c2, 0, 0, 0, 1 tex t0 tex t1 dp3 r0, c1, c0 mul r0.w, r0.w, -c1.w add r0.w, r0.w, c2.w add r1.w, -r0.w, c2.w + mul r0.xyz, t0, r0.w mad r0.xyz, t1, r1.w, r0 dp3 r1, c1, c0 mov r0.w, r1.w #endif
#if MODE == 8 // return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); def c1, 1, 0, 0, 1 def c2, 0, 0, 0, 1 tex t0 tex t1 dp3 r0, c1, c0 mul r0.w, r0.w, -c1.w add r0.w, r0.w, c2.w add r1.w, -r0.w, c2.w + mul r0.xyz, t0, r0.w mad r0.xyz, t1, r1.w, r0 dp3 r1, c1, c0 mov r0.w, r1.w #endif
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