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// DYNAMIC: "PIXELFOGTYPE" "0..1"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#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 { HALF2 baseTexCoord : TEXCOORD0; HALF4 worldPos_projPosZ : TEXCOORD1; float4 fogFactorW : COLOR1; };
#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 ); cR = tex2D( cRTextureSampler, i.baseTexCoord.xy ); cB = tex2D( cBTextureSampler, i.baseTexCoord.xy ); // half a = tex2D( ATextureSampler, i.baseTexCoord.xy ); HALF4 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 );
HALF4 rgba; rgba.r = dot( c, tor ); rgba.g = dot( c, tog ); rgba.b = dot( c, tob ); rgba.a = 1.0f;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, 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 #if defined( _X360 ) result.r = SrgbGammaToLinear( result.r ); result.g = SrgbGammaToLinear( result.g ); result.b = SrgbGammaToLinear( result.b ); #endif
return result.rgba; }
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