Team Fortress 2 Source Code as on 22/4/2020
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  1. // DYNAMIC: "MODE" "0..9"
  2. #include "common_ps_fxc.h"
  3. const float g_Alpha : register( c0 );
  4. sampler BaseTextureSampler : register( s0 );
  5. sampler BaseTextureSampler2 : register( s1 );
  6. struct PS_INPUT
  7. {
  8. float2 baseTexCoord : TEXCOORD0;
  9. float2 baseTexCoord2 : TEXCOORD1;
  10. };
  11. HALF Grey( HALF3 input )
  12. {
  13. return dot( ( float3 )( 1.0f / 3.0f ), input );
  14. }
  15. HALF4 main( PS_INPUT i ) : COLOR
  16. {
  17. float3 scene = tex2D( BaseTextureSampler, i.baseTexCoord );
  18. float3 gman = tex2D( BaseTextureSampler2, i.baseTexCoord2 );
  19. #if MODE == 0
  20. // negative greyscale of scene * gman
  21. float scale = 1.0f / 3.0f;
  22. scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
  23. scene = 1.0f - scene;
  24. return float4( scene * gman, g_Alpha );
  25. #endif
  26. #if MODE == 1
  27. if( Grey( gman ) < 0.3 )
  28. {
  29. return float4( 1.0f - gman, g_Alpha );
  30. }
  31. else
  32. {
  33. return float4( ( 1.0f - gman ) * scene, g_Alpha );
  34. }
  35. #endif
  36. #if MODE == 2
  37. return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
  38. #endif
  39. #if MODE == 3
  40. return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha );
  41. #endif
  42. #if MODE == 4
  43. return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
  44. #endif
  45. #if MODE == 5
  46. float sceneLum = scene.r;
  47. if( sceneLum > 0.0f )
  48. {
  49. return float4( scene, g_Alpha );
  50. }
  51. else
  52. {
  53. return float4( gman, g_Alpha );
  54. }
  55. #endif
  56. #if MODE == 6
  57. return float4( scene + gman, g_Alpha );
  58. #endif
  59. #if MODE == 7
  60. return float4( scene, g_Alpha );
  61. #endif
  62. #if MODE == 8
  63. return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
  64. #endif
  65. #if MODE == 9
  66. /*
  67. float3 cGammaLayer1 = scene;
  68. float3 cGammaLayer2 = gman;
  69. float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
  70. float3 cGammaOverlayResult;
  71. if ( flLayer1Brightness < 0.5f )
  72. {
  73. cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
  74. }
  75. else
  76. {
  77. cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
  78. }
  79. //*/
  80. float3 cLayer1 = scene;
  81. float3 cLayer2 = gman;
  82. float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
  83. // Modify layer 1 to be more contrasty.
  84. cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
  85. float3 cGammaOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
  86. return float4( cGammaOverlayResult.rgb, g_Alpha );
  87. #endif
  88. }