Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_FLOAT #define HDRENABLED 1 #include "common_ps_fxc.h"
sampler FBSampler : register( s0 ); sampler BloomSampler : register( s1 );
const HALF4 settings : register( c0 ); // x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power
struct PS_INPUT { float2 texCoord : TEXCOORD0; float2 ZeroTexCoord : TEXCOORD1; float2 bloomTexCoord : TEXCOORD2; };
float4 main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); float4 bloom=tex2D(BloomSampler,i.bloomTexCoord); float2 xofs=2*(i.texCoord-float2(0.5,0.5)); float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y); float vig=pow(1-dist,settings2.z);
fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w); fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w);
float3 woodcut; if (bloom.x<fbSample.x) woodcut.x=1.0; else woodcut.x=0.0; if (bloom.y<fbSample.y) woodcut.y=1.0; else woodcut.y=0.0; if (bloom.z<fbSample.z) woodcut.z=1.0; else woodcut.z=0.0; fbSample.xyz=lerp(fbSample.xyz,woodcut.xyz,settings.y);
bloom.xyz*=sqrt(LINEAR_LIGHT_SCALE); bloom.xyz=min(bloom.xyz,1.0); float lum=.3*bloom.x+.59*bloom.y+.11*bloom.z; lum=min(1.0,lum);
float4 c_out=float4(cLightScale.xyz, 1) * fbSample + settings.z * pow(lum, settings2.x) * bloom;
// calculate vignette (lens brightness falloff near edges) c_out.xyz*=max(settings2.y,vig); return FinalOutput( c_out, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
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