Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. ===========================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// DYNAMIC: "QUALITY" "0..3"
#ifdef HDRTYPE
#undef HDRTYPE
#endif
#define HDRTYPE HDR_TYPE_NONE
// Includes =======================================================================================
#include "common_ps_fxc.h"
// Texture Samplers ===============================================================================
sampler g_tTexSampler : register( s0 );
// Shaders Constants and Globals ==================================================================
float g_flMaxMotionBlur : register( c0 );
float4 g_vConst5 : register( c1 );
#define g_vGlobalBlurVector g_vConst5.xy
#define g_flFallingMotionIntensity g_vConst5.z
#define g_flRollBlurIntensity g_vConst5.w
// Interpolated values ============================================================================
struct PS_INPUT
{
float2 vUv0 : TEXCOORD0;
};
// Main ===========================================================================================
float4 main( PS_INPUT i ) : COLOR
{
// Calculate blur vector
float2 vFallingMotionBlurVector = ( ( i.vUv0.xy * 2.0f ) - 1.0f );
float2 vRollBlurVector = cross( float3( vFallingMotionBlurVector.xy, 0.0f ), float3( 0.0f, 0.0f, 1.0f ) ).xy;
float2 vGlobalBlurVector = g_vGlobalBlurVector;
vGlobalBlurVector.y = -vGlobalBlurVector.y;
//vGlobalBlurVector.xy = float2( 1.0f, 0.0f ); // For debugging
float flFallingMotionBlurIntensity = -abs( g_flFallingMotionIntensity ); // Keep samples on screen by keeping vector pointing in
//flFallingMotionBlurIntensity = step( 10, abs(g_flFallingMotionIntensity) ); // For finding the sweet spot in debug mode
vFallingMotionBlurVector.xy *= dot( vFallingMotionBlurVector.xy, vFallingMotionBlurVector.xy ); // Dampen the effect in the middle of the screen
vFallingMotionBlurVector.xy *= flFallingMotionBlurIntensity;
float flRollBlurIntensity = g_flRollBlurIntensity;
vRollBlurVector.xy *= flRollBlurIntensity;
float2 vFinalBlurVector = vGlobalBlurVector.xy + vFallingMotionBlurVector.xy + vRollBlurVector.xy;
// Clamp length of blur vector to unit length
//vFinalBlurVector.xy = max( -1.0f, min( 1.0f, vFinalBlurVector.xy ) );
if ( length( vFinalBlurVector.xy ) > g_flMaxMotionBlur )
{
vFinalBlurVector.xy = normalize( vFinalBlurVector.xy ) * g_flMaxMotionBlur;
}
// Set number of samples
#if QUALITY == 0
const int kNumSamples = 1;
#endif
#if QUALITY == 1
const int kNumSamples = 7;
#endif
#if QUALITY == 2
const int kNumSamples = 11;
#endif
#if QUALITY == 3
const int kNumSamples = 15;
#endif
float4 cColor = { 0.0f, 0.0f, 0.0f, 0.0f };
float2 vUvOffset = vFinalBlurVector.xy / ( kNumSamples - 1 );
for ( int x=0; x<kNumSamples; x++ )
{
// Calculate uv
float2 vUvTmp = i.vUv0.xy + ( vUvOffset.xy * x );
// Sample pixel
//cColor += kernel[x] * tex2D( g_tTexSampler, vUvTmp ); // Use kernal from above
cColor += ( 1.0f / kNumSamples ) * tex2D( g_tTexSampler, vUvTmp ); // Evenly weight all samples
}
/*
// Brute-force experimental code to keep colors in NTSC and PAL gamut, but I don't think this will work correctly.
// I think we need to know the final RGB values sent to the TV, which would mean applying the final HW gamma curve first
// to each RGB chanel and then just subtracting 191 instead of the funky algorithm here. Then the results would need to
// to be converted back to the 360 gamma PWL space and applied here to cColor.rgb. Too much effort right now.
#if QUALITY == 30
// This washes out the darks...no good
float flLargest360GammaValue = max( max( cColor.r, cColor.g ), cColor.b );
float flLargestFinalGamma25Value = pow( SrgbLinearToGamma( X360GammaToLinear( flLargest360GammaValue ) ), ( 2.5f / 2.2f ) ) * ( 219.0f / 255.0f ) + ( 16.0f / 255.0f );
float flSmallestFinalGamma25ValueAllowed = saturate( flLargestFinalGamma25Value - ( 191.0f / 255.0f ) );
float flSmallest360GammaValueAllowed = X360LinearToGamma( SrgbGammaToLinear( pow( ( flSmallestFinalGamma25ValueAllowed - ( 16.0f / 255.0f ) ) / ( 219.0f / 255.0f ), ( 2.2f / 2.5f ) ) ) );
cColor.rgb = max( flSmallest360GammaValueAllowed, cColor.rgb );
#endif
#if QUALITY == 3
// This brings down the saturated colors. I think the 360 hardware is already doing this for us
float flSmallest360GammaValue = min( min( cColor.r, cColor.g ), cColor.b );
float flSmallestFinalGamma25Value = pow( SrgbLinearToGamma( X360GammaToLinear( flSmallest360GammaValue ) ), ( 2.5f / 2.2f ) ) * ( 219.0f / 255.0f ) + ( 16.0f / 255.0f );
float flLargestFinalGamma25ValueAllowed = saturate( flSmallestFinalGamma25Value + ( 191.0f / 255.0f ) );
float flLargest360GammaValueAllowed = X360LinearToGamma( SrgbGammaToLinear( pow( ( flLargestFinalGamma25ValueAllowed - ( 16.0f / 255.0f ) ) / ( 219.0f / 255.0f ), ( 2.2f / 2.5f ) ) ) );
cColor.rgb = min( flLargest360GammaValueAllowed, cColor.rgb );
#endif
//*/
//return float4( cColor.rgb, 1.0f );
return FinalOutput( float4( cColor.rgb, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
// This is histogram testing code that I need access to for a while on other machines to tweak the 360
/*
if ( 1 )
{
float4 cColor = { 0.0f, 0.0f, 0.0f, 0.0f };
float2 uv = ( i.vUv0.xy * 1.2f - 0.1 );
if ( ( uv.x < 0.0f ) || ( uv.x > 1.0f ) || ( uv.y < 0.0f ) || ( uv.y > 1.0f ) )
{
cColor.rgb = float3( 1.0f, 0.0f, 0.0f ) * ( 1 - abs( uv.x ) );
}
else
{
cColor.rgb = uv.x;
//cColor = tex2D( g_tTexSampler, uv.xy );
// Simulate 360 sRGB read
//float3 v360Linear = { X360GammaToLinear( cColor.r ), X360GammaToLinear( cColor.g ), X360GammaToLinear( cColor.b ) };
//cColor.rgb = v360Linear.rgb;
// On the PC, simulate the remapping for the 360
}
// Blue ruler
if ( ( uv.y <= 1.0f ) && ( uv.x >= 0.0f ) && ( uv.x <= 1.0f ) )
{
if ( uv.y > 0.9f )
{
if ( frac( uv.x * 10.0f ) < 0.01f )
{
cColor.rgb = float3( 0.0f, 0.0f, 1.0f );
}
}
if ( uv.y > 0.925f )
{
if ( frac( uv.x * 20.0f ) < 0.02f )
{
cColor.rgb = float3( 0.0f, 0.0f, 1.0f );
}
}
if ( uv.y > 0.95f )
{
if ( frac( uv.x * 100.0f ) < 0.1f )
{
cColor.rgb = float3( 0.0f, 0.0f, 1.0f );
}
}
}
//if ( ( uv.x >= 0.0f ) && ( uv.x <= 1.0f ) && ( uv.y >= 0.0f ) && ( uv.y <= 1.0f ) )
//{
// cColor = tex2D( g_tTexSampler, uv.xy );
//}
float3 vShaderColor = cColor.rgb;
float3 v360Linear = { SrgbGammaToLinear( vShaderColor.r ), SrgbGammaToLinear( vShaderColor.g ), SrgbGammaToLinear( vShaderColor.b ) };
cColor.rgb = v360Linear.rgb;
//float3 v360Gamma = { X360LinearToGamma( v360Linear.r ), X360LinearToGamma( v360Linear.g ), X360LinearToGamma( v360Linear.b ) };
//cColor.rgb = v360Gamma.rgb;
//float3 vGamma = { SrgbLinearToGamma( vShaderColor.r ), SrgbLinearToGamma( vShaderColor.g ), SrgbLinearToGamma( vShaderColor.b ) };
//float3 v360Linear = { X360GammaToLinear( vShaderColor.r ), X360GammaToLinear( vShaderColor.g ), X360GammaToLinear( vShaderColor.b ) };
//cColor.rgb = v360Linear.rgb;
// Simulate 360 sRGB write
//float3 v360Gamma = { X360LinearToGamma( vShaderColor.r ), X360LinearToGamma( vShaderColor.g ), X360LinearToGamma( vShaderColor.b ) };
//cColor.rgb = v360Gamma.rgb;
return cColor;
}
//*/
}