Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "MODE" "0..9"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "LINEAR_TO_SRGB" "0..1" [ps20b]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
const float g_Alpha : register( c0 );
sampler BaseTextureSampler : register( s0 );
sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
};
float3 RGBtoHSV( in float3 rgb )
{
float3 hsv;
float fmin, fmax, delta;
fmin = min( min( rgb.r, rgb.g ), rgb.b );
fmax = max( max( rgb.r, rgb.g) , rgb.b );
hsv.b = fmax; // v
delta = fmax - fmin;
if( delta != 0 )
{
hsv.g = delta / fmax; // s
if( rgb.r == fmax )
hsv.r = ( rgb.g - rgb.b ) / delta; // between yellow & magenta
else if( rgb.g == fmax )
hsv.r = 2 + ( rgb.b - rgb.r ) / delta; // between cyan & yellow
else
hsv.r = 4 + ( rgb.r - rgb.g ) / delta; // between magenta & cyan
hsv.r *= 60; // degrees
if( hsv.r < 0 )
hsv.r += 360;
}
else
{
// r = g = b = 0 // s = 0, v is undefined
hsv.g = 0;
hsv.r = -1;
}
return hsv;
}
float3 HSVtoRGB( in float3 hsv )
{
int i;
float3 rgb;
float h = hsv.r;
float s = hsv.g;
float v = hsv.b;
float f, p, q, t;
if( s == 0 )
{
// achromatic (grey)
rgb.rgb = v;
}
else
{
h /= 60; // sector 0 to 5
i = floor( h );
f = h - i; // factorial part of h
p = v * ( 1 - s );
q = v * ( 1 - s * f );
t = v * ( 1 - s * ( 1 - f ) );
if( h < 1)
{
rgb.r = v;
rgb.g = t;
rgb.b = p;
}
else if( h >= 1 && h < 2 )
{
rgb.r = q;
rgb.g = v;
rgb.b = p;
}
else if( h >= 2 && h < 3 )
{
rgb.r = p;
rgb.g = v;
rgb.b = t;
}
else if( h >= 3 && h < 4 )
{
rgb.r = p;
rgb.g = q;
rgb.b = v;
}
else if( h >= 4 && h < 5 )
{
rgb.r = t;
rgb.g = p;
rgb.b = v;
}
else // if ( h >= 5 )
{
rgb.r = v;
rgb.g = p;
rgb.b = q;
}
}
return rgb;
}
// We have to run through this input converter on OpenGL if the
// rest of the shader code is expecting sRGB values
float3 SampleTexture( sampler texSampler, float2 tc )
{
float3 c = tex2D( texSampler, tc ).xyz;
#if ( LINEAR_TO_SRGB )
{
c = LinearToGamma( c );
}
#endif
return c;
}
// We have to run through this output converter on OpenGL if we
// expect to be writing out sRGB values (since sRGB will be forced on)
float3 OutputColor( float3 result )
{
#if ( LINEAR_TO_SRGB )
{
return GammaToLinear( result );
}
#endif
return result;
}
float4 main( PS_INPUT i ) : COLOR
{
float3 result;
#if MODE == 0
// negative greyscale of scene * gman
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f;
scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
scene = float3( 1, 1, 1 ) - scene;
return FinalOutput( float4( OutputColor( scene * gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 1
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f;
scene.xyz = dot( float3( scale, scale, scale ), scene.xyz );
float gmanLum = dot( float3( scale, scale, scale ), gman );
if( gmanLum < 0.3 )
{
result = OutputColor( float3( 1, 1, 1 ) - gman );
return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
else
{
result = OutputColor( ( float3( 1, 1, 1 ) - gman ) * scene );
return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#endif
#if MODE == 2
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float startRamp = .2;
float endRamp = .5;
float scale = 1.0f / 3.0f;
float gmanLum = dot( float3( scale, scale, scale ), gman );
float sceneLum = dot( float3( scale, scale, scale ), scene );
float blend = ( gmanLum - startRamp ) * ( 1.0f / ( endRamp - startRamp ) );
blend = saturate( blend );
// return gmanLum * ( 1.0f - blend ) + scene * blend;
result = OutputColor( min( gmanLum.xxx, scene ) );
return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 3
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f;
float gmanLum = dot( float3( scale, scale, scale ), gman );
float sceneLum = dot( float3( scale, scale, scale ), scene );
float a = 0.0f;
float b = 0.4f;
float c = 0.7f;
float d = 1.0f;
float blend;
if( gmanLum < b )
{
blend = ( gmanLum - a ) / ( b - a );
}
else if( gmanLum > c )
{
blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
}
else
{
blend = 1.0f;
}
blend = saturate( blend );
result = OutputColor( gmanLum.xxx * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 4
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f;
float gmanLum = dot( float3( scale, scale, scale ), gman );
float sceneLum = dot( float3( scale, scale, scale ), scene );
float a = 0.0f;
float b = 0.4f;
float c = 0.7f;
float d = 1.0f;
float blend;
if( gmanLum < b )
{
blend = ( gmanLum - a ) / ( b - a );
}
else if( gmanLum > c )
{
blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
}
else
{
blend = 1.0f;
}
blend = saturate( blend );
result = OutputColor( gman * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 5
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
float scale = 1.0f / 3.0f;
// float sceneLum = dot( float3( scale, scale, scale ), scene );
float sceneLum = scene.r;
if( sceneLum > 0.0f )
{
return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
else
{
float3 hsv = RGBtoHSV( gman );
// float blend = saturate( hsv.b - .5 );
float blend = hsv.b - .5;
hsv.b *= 1.0f + blend;
hsv.g *= 1.0f - blend;
return FinalOutput( float4( OutputColor( HSVtoRGB( hsv ) ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#endif
#if MODE == 6
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
return FinalOutput( float4( OutputColor( scene + gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 7
float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 8
float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
return FinalOutput( float4( OutputColor( gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
#if MODE == 9
// Fetch textures
float3 cLayer1 = SampleTexture( BaseTextureSampler, i.baseTexCoord.xy );
float3 cLayer2 = SampleTexture( BaseTextureSampler2, i.baseTexCoord.xy );
/*
// Put colors roughly back into gamma space
float3 cGammaLayer1 = pow( cLayer1, 0.454545f );
float3 cGammaLayer2 = pow( cLayer2, 0.454545f );
// Brightness
//float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
//float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
// Blend layers in rough gamma space
float3 cGammaOverlayResult;
if ( flLayer1Brightness < 0.5f )
{
cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
}
else
{
cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
}
// Convert back to linear space
float3 cLinearOverlayResult = pow( cGammaOverlayResult.rgb, 2.2f );
//*/
float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
float flLayer2Brightness = saturate( dot( cLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
// Modify layer 1 to be more contrasty
cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
float3 cLinearOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
// Tonemap, fog, etc.
return FinalOutput( float4( OutputColor( cLinearOverlayResult.rgb ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#endif
}