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//======= Copyright © 1996-2015, Valve Corporation, All rights reserved. ====== // STATIC: "COMBINE_MODE" "0..6" // See below for meanings of combine modes. // DYNAMIC: "DEBUG_MODE" "0..0" [ps20] // DYNAMIC: "DEBUG_MODE" "0..1" [ps20b] [ps30]
// Lerps are implemented by a multiply / blend / multiply inverse on ps20 // SKIP: ( $COMBINE_MODE == 2 ) [ps20] // SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps20b] // SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps30] // SKIP: ( $COMBINE_MODE != 6 && $DEBUG_MODE == 1 )
#include "common_ps_fxc.h"
struct PS_INPUT { float4 texCoord01 : TEXCOORD0; float4 texCoord23 : TEXCOORD1; };
#define COMBINE_MODE_MULTIPLY 0 #define COMBINE_MODE_ADD 1 #define COMBINE_MODE_LERP 2 #define COMBINE_MODE_SELECTOR 3 #define COMBINE_MODE_LERP_TEX_FIRST 4 #define COMBINE_MODE_LERP_TEX_SECOND 5 #define COMBINE_MODE_BLEND 6
#if ( !defined( SHADER_MODEL_PS_2_0 ) ) #define SKIP_SRGB_ENC_DEC 0 #define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 1 #else #define SKIP_SRGB_ENC_DEC 1 #define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 0 #endif
const float4 cAdjustInLevel[4] : register( c2 ); const int cNumTextures : register( c6 ); const float4 cSelectValues[4] : register( c7 );
sampler InSampler0 : register( s0 ); sampler InSampler1 : register( s1 ); #if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE ) sampler InSampler2 : register( s2 ); sampler InSampler3 : register( s3 ); #endif
#define texCoord0 texCoord01.xy #define texCoord1 texCoord01.zw #if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE ) #define texCoord2 texCoord23.xy #define texCoord3 texCoord23.zw #endif
#define g_AdjustInBlack(n) cAdjustInLevel[n].x #define g_AdjustInWhite(n) cAdjustInLevel[n].y #define g_AdjustGamma(n) cAdjustInLevel[n].z
static const float4 cErrColor = float4( 0.0, 1.0, 0.0, 1.0 );
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 ); #elif ( COMBINE_MODE == COMBINE_MODE_ADD ) static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); #elif ( COMBINE_MODE == COMBINE_MODE_LERP ) static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 ); #elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); #elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) || ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) #elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 ); #else #error "Need to add mode selection here." #endif
float invlerp( float x, float y, float r ) { return ( r - x ) / ( y - x ); }
float4 invlerp( float x, float y, float4 r ) { return ( r - x ) / ( y - x ); }
float4 ConvertLinearTosRGB( float4 lin ) { #if ( SKIP_SRGB_ENC_DEC ) // If we're in ps 2.0, we don't have the instruction slots to do this correctly return lin; #else float3 col_lin = lin.xyz; float3 col_srgb; for (int i = 0; i < 3; ++i) { if ( col_lin[i] <= 0.0031308f ) col_srgb[i] = 12.92 * col_lin[i]; else col_srgb[i] = 1.055 * pow( col_lin[i], 1.0 / 2.4 ) - 0.055; }
return float4( col_srgb.xyz, lin.a ); #endif }
float4 ConvertsRGBToLinear( float4 srgb ) { #if ( SKIP_SRGB_ENC_DEC ) // If we're in ps 2.0, we don't have the instruction slots to do this correctly return srgb; #else float3 col_srgb = srgb.xyz; float3 col_lin;
for (int i = 0; i < 3; ++i) { if ( col_srgb[i] <= 0.04045 ) col_lin[i] = col_srgb[i] / 12.92; else col_lin[i] = pow( ( col_srgb[i] + 0.055 ) / 1.055, 2.4 ); }
return float4( col_lin.xyz, srgb.a ); #endif }
// Uses photoshop math to perform level adjustment. // Note: Photoshop does this math in sRGB space, even though that is mathematically wrong. // To match photoshop, we have to convert our textures from linear space (they're always linear in the shader) // to sRGB, perform the calculations and then return to linear space for output from the shader. // Yuck. float AdjustLevels( float inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue ) { if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 ) return inSrc; else { inSrc = ConvertLinearTosRGB( inSrc );
float pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) ); float gammaAdjusted = pow( pcg, inGammaValue );
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
return saturate( gammaAdjusted ); } }
float4 AdjustLevels( float4 inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue ) { if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 ) return inSrc; else { inSrc = ConvertLinearTosRGB( inSrc );
float4 pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) ); float4 gammaAdjusted = pow( pcg, inGammaValue );
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
return saturate( gammaAdjusted ); } }
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY || COMBINE_MODE == COMBINE_MODE_ADD ) || ( COMBINE_MODE == COMBINE_MODE_BLEND ) float4 main_simple( PS_INPUT i ) { float4 color0 = cNumTextures > 0 ? tex2D( InSampler0, i.texCoord0 ) : cSafeColor; float4 color1 = cNumTextures > 1 ? tex2D( InSampler1, i.texCoord1 ) : cSafeColor; #if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE float4 color2 = cNumTextures > 2 ? tex2D( InSampler2, i.texCoord2 ) : cSafeColor; float4 color3 = cNumTextures > 3 ? tex2D( InSampler3, i.texCoord3 ) : cSafeColor; #endif
color0 = cNumTextures > 0 ? AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ) : cSafeColor; color1 = cNumTextures > 1 ? AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ) : cSafeColor; #if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE color2 = cNumTextures > 2 ? AdjustLevels( color2, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) ) : cSafeColor; color3 = cNumTextures > 3 ? AdjustLevels( color3, g_AdjustInBlack(3), g_AdjustInWhite(3), g_AdjustGamma(3) ) : cSafeColor; #endif #if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) return color0 * color1 #if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE * color2 * color3 #endif ; #elif ( COMBINE_MODE == COMBINE_MODE_ADD ) return color0 + color1 #if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE + color2 + color3 #endif ; #elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) // color0 is the previous frame's data. // color1 is the sticker's data, with alpha as transparency. // If we're on PS 2.0b, color2 has specular info as a grayscale texture--make sure to write that out.
#if ( DEBUG_MODE == 0 ) #if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE float srcSpecular = color2.r; #else float srcSpecular = 1; #endif
float3 tmpColor = ( 1.0 - color1.a ) * color0.xyz + ( color1.a ) * color1.xyz;
float tmpSpecular = ( 1.0 - color1.a ) * color0.w + ( color1.a ) * srcSpecular;
return float4( tmpColor.xyz, tmpSpecular ); #else if ( i.texCoord1.x < 0 || i.texCoord1.y < 0 || i.texCoord1.x > 1 || i.texCoord1.y > 1 ) { return color0; } else return float4( i.texCoord1.xy, 0, color0.a ); #endif #else #error "Surprising combine mode in function, update code." #endif } #endif
#if ( COMBINE_MODE == COMBINE_MODE_LERP ) float4 main_lerp( PS_INPUT i ) { if (cNumTextures == 3) { float4 color0 = tex2D( InSampler0, i.texCoord0 ); float4 color1 = tex2D( InSampler1, i.texCoord1 ); float4 colSel = tex2D( InSampler2, i.texCoord2 );
color0 = AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ); color1 = AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ); colSel = AdjustLevels( colSel, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) );
#if ( COMBINE_MODE == COMBINE_MODE_LERP ) return lerp( color0, color1, colSel.xxxx ); #else #error "Surprising combine mode in function, update code." #endif } else { return float4( 1, 0, 0, 1 ); } } #endif
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) float4 main_selector( PS_INPUT i ) { if ( cNumTextures == 1 ) { float fNormalizedColor = tex2D( InSampler0, i.texCoord0 ).x; float fTestColor = round( ( fNormalizedColor * 255.0 / 16.0f ) );
bool4 bTestVec[4]; for ( int i = 0; i < 4; ++i ) { bTestVec[i] = cSelectValues[i] != 0 ? round( cSelectValues[i] ) == fTestColor : false; }
bool4 bAny = bool4( any( bTestVec[0] ), any( bTestVec[1] ), any( bTestVec[2] ), any( bTestVec[3] ) );
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) return any( bAny ) ? float4( 1, 1, 1, 1 ) : float4( 0, 0, 0, 0 ); #else #error "Surprising combine mode in function, update code." #endif } else { return float4( 1, 1, 0, 1 ); } } #endif
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) float4 main_lerp_multipass( PS_INPUT i ) { if (cNumTextures == 2) { float4 colorN = tex2D( InSampler0, i.texCoord0 ); float4 colSel = tex2D( InSampler1, i.texCoord1 );
colorN = AdjustLevels( colorN, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ); colSel = AdjustLevels( colSel, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) );
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) return colorN * ( 1.0 - colSel.xxxx ); #elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) return colorN * ( colSel.xxxx ); #else #error "Surprising combine mode in function, update code." #endif } else { return float4( 1, 0, 0, 1 ); } } #endif
float4 main( PS_INPUT i ) : COLOR { #if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY ) return main_simple( i ); #elif ( COMBINE_MODE == COMBINE_MODE_ADD ) return main_simple( i ); #elif ( COMBINE_MODE == COMBINE_MODE_LERP ) return main_lerp( i ); #elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR ) return main_selector( i ); #elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND ) return main_lerp_multipass( i ); #elif ( COMBINE_MODE == COMBINE_MODE_BLEND ) return main_simple( i ); #else #error "Need to add mode selection here." #endif }
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