Team Fortress 2 Source Code as on 22/4/2020
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; DYNAMIC: "MODE" "0..8"
ps.1.1
//HALF Grey( HALF3 input )
//{
// return dot( ( float3 )( 1.0f / 3.0f ), input );
//}
#if MODE == 0
// negative greyscale of scene * gman
// float scale = 1.0f / 3.0f;
// scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
// scene = 1.0f - scene;
// return float4( scene * gman, g_Alpha );
def c1, 0.333333343, 0.333333343, 0.333333343, 1
def c2, 1, 0, 0, 0
tex t0
tex t1
dp3 r0, c1, t0
add r0.w, -r0.w, c1.w
mul r0.xyz, t1, r0.w
dp3 r1, c2, c0
mov r0.w, r1.w
#endif
#if MODE == 1
//if( Grey( gman ) < 0.3 )
// return float4( 1.0f - gman, g_Alpha );
//else
// return float4( ( 1.0f - gman ) * scene, g_Alpha );
def c1, 0.333333343, 0.333333343, 0.333333343, 0.300000012
def c2, 1, 1, 1, 1
def c3, 1, 0, 0, 0.5
tex t0
tex t1
dp3 r1, c1, t1
add t0.w, r1.w, -c1.w
+ add r1.xyz, -t1, c2
dp3 t1, c3, c0
mov t1.w, t1.w
+ mul t1.xyz, t0, r1
dp3 t2, c3, c0
mov r1.w, t2.w
mad r0.w, t0.w, -c2.w, c3.w
cnd r0, r0.w, r1, t1
#endif
#if MODE == 2
// return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
def c1, 1, 0, 0, 1
def c2, 0, 0, 0, 1
tex t0
tex t1
dp3 r0, c1, c0
mul r0.w, r0.w, -c1.w
add r0.w, r0.w, c2.w
add r1.w, -r0.w, c2.w
+ mul r0.xyz, t0, r0.w
mad r0.xyz, t1, r1.w, r0
dp3 r1, c1, c0
mov r0.w, r1.w
#endif
#if MODE == 3
// return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha );
def c1, 0.333333343, 0.333333343, 0.333333343, 1
def c2, 1, 0, 0, 0
tex t0
tex t1
dp3 r0, c1, t1
add r1.w, -r0.w, c1.w
mul r1.xyz, t0, r1.w
mad r0.xyz, r0, r0, r1
dp3 r1, c2, c0
mov r0.w, r1.w
#endif
#if MODE == 4
// return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
def c1, 1, 0, 0, 1
def c2, 0, 0, 0, 1
tex t0
tex t1
dp3 r0, c1, c0
mul r0.w, r0.w, -c1.w
add r0.w, r0.w, c2.w
add r1.w, -r0.w, c2.w
+ mul r0.xyz, t0, r0.w
mad r0.xyz, t1, r1.w, r0
dp3 r1, c1, c0
mov r0.w, r1.w
#endif
#if MODE == 5
//float sceneLum = scene.r;
//if( sceneLum > 0.0f )
// return float4( scene, g_Alpha );
//else
// return float4( gman, g_Alpha );
def c1, 1, 0, 0, 1
def c2, 0, 0, 0, 0.45
tex t0 ; gman (sceneLum)
tex t1 ; scene
dp3 r1, c1, c0
mov t1.w, r1.w ; t1.w = alpha
dp3 r1, c1, c0
mov t0.w, r1.w ; t0.w = alpha
dp3 r1, c1, t0 ; r1.w = gman.r
add r0, r1.w, c2.w
cnd r0, r0.w, t0, t1
#endif
#if MODE == 6
// return float4( scene + gman, g_Alpha );
def c1, 1, 0, 0, 0
tex t0
tex t1
add r0.xyz, t0, t1
dp3 r1, c1, c0
mov r0.w, r1.w
#endif
#if MODE == 7
// return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
def c1, 1, 0, 0, 1
def c2, 0, 0, 0, 1
tex t0
tex t1
dp3 r0, c1, c0
mul r0.w, r0.w, -c1.w
add r0.w, r0.w, c2.w
add r1.w, -r0.w, c2.w
+ mul r0.xyz, t0, r0.w
mad r0.xyz, t1, r1.w, r0
dp3 r1, c1, c0
mov r0.w, r1.w
#endif
#if MODE == 8
// return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
def c1, 1, 0, 0, 1
def c2, 0, 0, 0, 1
tex t0
tex t1
dp3 r0, c1, c0
mul r0.w, r0.w, -c1.w
add r0.w, r0.w, c2.w
add r1.w, -r0.w, c2.w
+ mul r0.xyz, t0, r0.w
mad r0.xyz, t1, r1.w, r0
dp3 r1, c1, c0
mov r0.w, r1.w
#endif