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//========= Copyright Valve Corporation, All rights reserved. ============//
#if defined( _X360 )
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights, out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump ) { vResultBase = 0; vResultBase2 = 0; vResultBump = 0;
if ( !bBump ) { vResultBump = float4(0, 0, 1, 1); }
#if SEAMLESS
vWeights = max( vWeights - 0.3, 0 );
vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
[branch] if (vWeights.x > 0) { vResultBase += vWeights.x * tex2D( base, coords.zy );
if ( bBase2 ) { vResultBase2 += vWeights.x * tex2D( base2, coords.zy ); }
if ( bBump ) { vResultBump += vWeights.x * tex2D( bump, coords.zy ); } }
[branch] if (vWeights.y > 0) { vResultBase += vWeights.y * tex2D( base, coords.xz );
if ( bBase2 ) { vResultBase2 += vWeights.y * tex2D( base2, coords.xz ); } if ( bBump ) { vResultBump += vWeights.y * tex2D( bump, coords.xz ); } }
[branch] if (vWeights.z > 0) { vResultBase += vWeights.z * tex2D( base, coords.xy ); if ( bBase2 ) { vResultBase2 += vWeights.z * tex2D( base2, coords.xy ); }
if ( bBump ) { vResultBump += vWeights.z * tex2D( bump, coords.xy ); } }
#else // not seamless
vResultBase = tex2D( base, coords.xy );
if ( bBase2 ) { vResultBase2 = tex2D( base2, coords.xy ); }
if ( bBump ) { vResultBump = tex2D( bump, coords.xy ); }
#endif
}
#else // PC
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights, out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump ) { vResultBase = 0; vResultBase2 = 0; vResultBump = 0;
if ( !bBump ) { vResultBump = float4(0, 0, 1, 1); }
#if SEAMLESS
vResultBase += vWeights.x * tex2D( base, coords.zy ); if ( bBase2 ) { vResultBase2 += vWeights.x * tex2D( base2, coords.zy ); } if ( bBump ) { vResultBump += vWeights.x * tex2D( bump, coords.zy ); }
vResultBase += vWeights.y * tex2D( base, coords.xz ); if ( bBase2 ) { vResultBase2 += vWeights.y * tex2D( base2, coords.xz ); } if ( bBump ) { vResultBump += vWeights.y * tex2D( bump, coords.xz ); }
vResultBase += vWeights.z * tex2D( base, coords.xy ); if ( bBase2 ) { vResultBase2 += vWeights.z * tex2D( base2, coords.xy ); } if ( bBump ) { vResultBump += vWeights.z * tex2D( bump, coords.xy ); }
#else // not seamless
vResultBase = tex2D( base, coords.xy ); if ( bBase2 ) { vResultBase2 = tex2D( base2, coords.xy ); } if ( bBump ) { vResultBump = tex2D( bump, coords.xy ); } #endif
}
#endif
float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord ) { # if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
{ float3 sample = tex2D( LightmapSampler, vTexCoord );
return sample; } # else
{ # if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
{ float4 sample = tex2D( LightmapSampler, vTexCoord );
return sample.rgb * sample.a; } # else
{ float4 Weights; float4 samples_0; //no arrays allowed in inline assembly
float4 samples_1; float4 samples_2; float4 samples_3; asm { tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
getWeights2D Weights, vTexCoord.xy, LightmapSampler };
Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
float3 result; 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); return result; } # endif
} # endif
}
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