You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
202 lines
4.3 KiB
202 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
|
|
#if defined( _X360 )
|
|
|
|
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
|
|
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
|
|
{
|
|
vResultBase = 0;
|
|
vResultBase2 = 0;
|
|
vResultBump = 0;
|
|
|
|
if ( !bBump )
|
|
{
|
|
vResultBump = float4(0, 0, 1, 1);
|
|
}
|
|
|
|
#if SEAMLESS
|
|
|
|
vWeights = max( vWeights - 0.3, 0 );
|
|
|
|
vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
|
|
|
|
[branch]
|
|
if (vWeights.x > 0)
|
|
{
|
|
vResultBase += vWeights.x * tex2D( base, coords.zy );
|
|
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
|
|
}
|
|
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.x * tex2D( bump, coords.zy );
|
|
}
|
|
}
|
|
|
|
[branch]
|
|
if (vWeights.y > 0)
|
|
{
|
|
vResultBase += vWeights.y * tex2D( base, coords.xz );
|
|
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
|
|
}
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.y * tex2D( bump, coords.xz );
|
|
}
|
|
}
|
|
|
|
[branch]
|
|
if (vWeights.z > 0)
|
|
{
|
|
vResultBase += vWeights.z * tex2D( base, coords.xy );
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
|
|
}
|
|
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.z * tex2D( bump, coords.xy );
|
|
}
|
|
}
|
|
|
|
#else // not seamless
|
|
|
|
vResultBase = tex2D( base, coords.xy );
|
|
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 = tex2D( base2, coords.xy );
|
|
}
|
|
|
|
if ( bBump )
|
|
{
|
|
vResultBump = tex2D( bump, coords.xy );
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
}
|
|
|
|
#else // PC
|
|
|
|
void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights,
|
|
out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
|
|
{
|
|
vResultBase = 0;
|
|
vResultBase2 = 0;
|
|
vResultBump = 0;
|
|
|
|
if ( !bBump )
|
|
{
|
|
vResultBump = float4(0, 0, 1, 1);
|
|
}
|
|
|
|
#if SEAMLESS
|
|
|
|
vResultBase += vWeights.x * tex2D( base, coords.zy );
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
|
|
}
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.x * tex2D( bump, coords.zy );
|
|
}
|
|
|
|
vResultBase += vWeights.y * tex2D( base, coords.xz );
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
|
|
}
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.y * tex2D( bump, coords.xz );
|
|
}
|
|
|
|
vResultBase += vWeights.z * tex2D( base, coords.xy );
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
|
|
}
|
|
if ( bBump )
|
|
{
|
|
vResultBump += vWeights.z * tex2D( bump, coords.xy );
|
|
}
|
|
|
|
#else // not seamless
|
|
|
|
vResultBase = tex2D( base, coords.xy );
|
|
if ( bBase2 )
|
|
{
|
|
vResultBase2 = tex2D( base2, coords.xy );
|
|
}
|
|
if ( bBump )
|
|
{
|
|
vResultBump = tex2D( bump, coords.xy );
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord )
|
|
{
|
|
# if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
|
|
{
|
|
float3 sample = tex2D( LightmapSampler, vTexCoord );
|
|
|
|
return sample;
|
|
}
|
|
# else
|
|
{
|
|
# if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
|
|
{
|
|
float4 sample = tex2D( LightmapSampler, vTexCoord );
|
|
|
|
return sample.rgb * sample.a;
|
|
}
|
|
# else
|
|
{
|
|
float4 Weights;
|
|
float4 samples_0; //no arrays allowed in inline assembly
|
|
float4 samples_1;
|
|
float4 samples_2;
|
|
float4 samples_3;
|
|
|
|
asm {
|
|
tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
|
|
tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
|
|
tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
|
|
tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
|
|
|
|
getWeights2D Weights, vTexCoord.xy, LightmapSampler
|
|
};
|
|
|
|
Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
|
|
|
|
float3 result;
|
|
result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
|
|
result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
|
|
result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
|
|
result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
|
|
|
|
return result;
|
|
}
|
|
# endif
|
|
}
|
|
# endif
|
|
}
|
|
|