Team Fortress 2 Source Code as on 22/4/2020
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//======= Copyright © 1996-2015, Valve Corporation, All rights reserved. ======
// STATIC: "COMBINE_MODE" "0..6" // See below for meanings of combine modes.
// DYNAMIC: "DEBUG_MODE" "0..0" [ps20]
// DYNAMIC: "DEBUG_MODE" "0..1" [ps20b] [ps30]
// Lerps are implemented by a multiply / blend / multiply inverse on ps20
// SKIP: ( $COMBINE_MODE == 2 ) [ps20]
// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps20b]
// SKIP: ( $COMBINE_MODE == 4 || $COMBINE_MODE == 5 ) [ps30]
// SKIP: ( $COMBINE_MODE != 6 && $DEBUG_MODE == 1 )
#include "common_ps_fxc.h"
struct PS_INPUT
{
float4 texCoord01 : TEXCOORD0;
float4 texCoord23 : TEXCOORD1;
};
#define COMBINE_MODE_MULTIPLY 0
#define COMBINE_MODE_ADD 1
#define COMBINE_MODE_LERP 2
#define COMBINE_MODE_SELECTOR 3
#define COMBINE_MODE_LERP_TEX_FIRST 4
#define COMBINE_MODE_LERP_TEX_SECOND 5
#define COMBINE_MODE_BLEND 6
#if ( !defined( SHADER_MODEL_PS_2_0 ) )
#define SKIP_SRGB_ENC_DEC 0
#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 1
#else
#define SKIP_SRGB_ENC_DEC 1
#define ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE 0
#endif
const float4 cAdjustInLevel[4] : register( c2 );
const int cNumTextures : register( c6 );
const float4 cSelectValues[4] : register( c7 );
sampler InSampler0 : register( s0 );
sampler InSampler1 : register( s1 );
#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE )
sampler InSampler2 : register( s2 );
sampler InSampler3 : register( s3 );
#endif
#define texCoord0 texCoord01.xy
#define texCoord1 texCoord01.zw
#if ( ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE )
#define texCoord2 texCoord23.xy
#define texCoord3 texCoord23.zw
#endif
#define g_AdjustInBlack(n) cAdjustInLevel[n].x
#define g_AdjustInWhite(n) cAdjustInLevel[n].y
#define g_AdjustGamma(n) cAdjustInLevel[n].z
static const float4 cErrColor = float4( 0.0, 1.0, 0.0, 1.0 );
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 );
#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
#elif ( COMBINE_MODE == COMBINE_MODE_LERP )
static const float4 cSafeColor = float4( 1.0, 1.0, 1.0, 1.0 );
#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST ) || ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
static const float4 cSafeColor = float4( 0.0, 0.0, 0.0, 0.0 );
#else
#error "Need to add mode selection here."
#endif
float invlerp( float x, float y, float r )
{
return ( r - x ) / ( y - x );
}
float4 invlerp( float x, float y, float4 r )
{
return ( r - x ) / ( y - x );
}
float4 ConvertLinearTosRGB( float4 lin )
{
#if ( SKIP_SRGB_ENC_DEC )
// If we're in ps 2.0, we don't have the instruction slots to do this correctly
return lin;
#else
float3 col_lin = lin.xyz;
float3 col_srgb;
for (int i = 0; i < 3; ++i)
{
if ( col_lin[i] <= 0.0031308f )
col_srgb[i] = 12.92 * col_lin[i];
else
col_srgb[i] = 1.055 * pow( col_lin[i], 1.0 / 2.4 ) - 0.055;
}
return float4( col_srgb.xyz, lin.a );
#endif
}
float4 ConvertsRGBToLinear( float4 srgb )
{
#if ( SKIP_SRGB_ENC_DEC )
// If we're in ps 2.0, we don't have the instruction slots to do this correctly
return srgb;
#else
float3 col_srgb = srgb.xyz;
float3 col_lin;
for (int i = 0; i < 3; ++i)
{
if ( col_srgb[i] <= 0.04045 )
col_lin[i] = col_srgb[i] / 12.92;
else
col_lin[i] = pow( ( col_srgb[i] + 0.055 ) / 1.055, 2.4 );
}
return float4( col_lin.xyz, srgb.a );
#endif
}
// Uses photoshop math to perform level adjustment.
// Note: Photoshop does this math in sRGB space, even though that is mathematically wrong.
// To match photoshop, we have to convert our textures from linear space (they're always linear in the shader)
// to sRGB, perform the calculations and then return to linear space for output from the shader.
// Yuck.
float AdjustLevels( float inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue )
{
if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 )
return inSrc;
else
{
inSrc = ConvertLinearTosRGB( inSrc );
float pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) );
float gammaAdjusted = pow( pcg, inGammaValue );
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
return saturate( gammaAdjusted );
}
}
float4 AdjustLevels( float4 inSrc, float inBlackPoint, float inWhitePoint, float inGammaValue )
{
if ( inBlackPoint == 0.0 && inWhitePoint == 1.0 && inGammaValue == 1.0 )
return inSrc;
else
{
inSrc = ConvertLinearTosRGB( inSrc );
float4 pcg = saturate( invlerp( inBlackPoint, inWhitePoint, inSrc ) );
float4 gammaAdjusted = pow( pcg, inGammaValue );
gammaAdjusted = ConvertsRGBToLinear( gammaAdjusted );
return saturate( gammaAdjusted );
}
}
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY || COMBINE_MODE == COMBINE_MODE_ADD ) || ( COMBINE_MODE == COMBINE_MODE_BLEND )
float4 main_simple( PS_INPUT i )
{
float4 color0 = cNumTextures > 0 ? tex2D( InSampler0, i.texCoord0 ) : cSafeColor;
float4 color1 = cNumTextures > 1 ? tex2D( InSampler1, i.texCoord1 ) : cSafeColor;
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
float4 color2 = cNumTextures > 2 ? tex2D( InSampler2, i.texCoord2 ) : cSafeColor;
float4 color3 = cNumTextures > 3 ? tex2D( InSampler3, i.texCoord3 ) : cSafeColor;
#endif
color0 = cNumTextures > 0 ? AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) ) : cSafeColor;
color1 = cNumTextures > 1 ? AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) ) : cSafeColor;
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
color2 = cNumTextures > 2 ? AdjustLevels( color2, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) ) : cSafeColor;
color3 = cNumTextures > 3 ? AdjustLevels( color3, g_AdjustInBlack(3), g_AdjustInWhite(3), g_AdjustGamma(3) ) : cSafeColor;
#endif
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
return color0
* color1
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
* color2
* color3
#endif
;
#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
return color0
+ color1
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
+ color2
+ color3
#endif
;
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
// color0 is the previous frame's data.
// color1 is the sticker's data, with alpha as transparency.
// If we're on PS 2.0b, color2 has specular info as a grayscale texture--make sure to write that out.
#if ( DEBUG_MODE == 0 )
#if ALLOW_FOUR_TEX_LOOKUPS_PER_STAGE
float srcSpecular = color2.r;
#else
float srcSpecular = 1;
#endif
float3 tmpColor = ( 1.0 - color1.a ) * color0.xyz
+ ( color1.a ) * color1.xyz;
float tmpSpecular = ( 1.0 - color1.a ) * color0.w
+ ( color1.a ) * srcSpecular;
return float4( tmpColor.xyz, tmpSpecular );
#else
if ( i.texCoord1.x < 0 || i.texCoord1.y < 0
|| i.texCoord1.x > 1 || i.texCoord1.y > 1 )
{
return color0;
}
else
return float4( i.texCoord1.xy, 0, color0.a );
#endif
#else
#error "Surprising combine mode in function, update code."
#endif
}
#endif
#if ( COMBINE_MODE == COMBINE_MODE_LERP )
float4 main_lerp( PS_INPUT i )
{
if (cNumTextures == 3)
{
float4 color0 = tex2D( InSampler0, i.texCoord0 );
float4 color1 = tex2D( InSampler1, i.texCoord1 );
float4 colSel = tex2D( InSampler2, i.texCoord2 );
color0 = AdjustLevels( color0, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) );
color1 = AdjustLevels( color1, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) );
colSel = AdjustLevels( colSel, g_AdjustInBlack(2), g_AdjustInWhite(2), g_AdjustGamma(2) );
#if ( COMBINE_MODE == COMBINE_MODE_LERP )
return lerp( color0, color1, colSel.xxxx );
#else
#error "Surprising combine mode in function, update code."
#endif
}
else
{
return float4( 1, 0, 0, 1 );
}
}
#endif
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
float4 main_selector( PS_INPUT i )
{
if ( cNumTextures == 1 )
{
float fNormalizedColor = tex2D( InSampler0, i.texCoord0 ).x;
float fTestColor = round( ( fNormalizedColor * 255.0 / 16.0f ) );
bool4 bTestVec[4];
for ( int i = 0; i < 4; ++i )
{
bTestVec[i] = cSelectValues[i] != 0
? round( cSelectValues[i] ) == fTestColor
: false;
}
bool4 bAny = bool4(
any( bTestVec[0] ),
any( bTestVec[1] ),
any( bTestVec[2] ),
any( bTestVec[3] )
);
#if ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
return any( bAny )
? float4( 1, 1, 1, 1 )
: float4( 0, 0, 0, 0 );
#else
#error "Surprising combine mode in function, update code."
#endif
}
else
{
return float4( 1, 1, 0, 1 );
}
}
#endif
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
float4 main_lerp_multipass( PS_INPUT i )
{
if (cNumTextures == 2)
{
float4 colorN = tex2D( InSampler0, i.texCoord0 );
float4 colSel = tex2D( InSampler1, i.texCoord1 );
colorN = AdjustLevels( colorN, g_AdjustInBlack(0), g_AdjustInWhite(0), g_AdjustGamma(0) );
colSel = AdjustLevels( colSel, g_AdjustInBlack(1), g_AdjustInWhite(1), g_AdjustGamma(1) );
#if ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST )
return colorN * ( 1.0 - colSel.xxxx );
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
return colorN * ( colSel.xxxx );
#else
#error "Surprising combine mode in function, update code."
#endif
}
else
{
return float4( 1, 0, 0, 1 );
}
}
#endif
float4 main( PS_INPUT i ) : COLOR
{
#if ( COMBINE_MODE == COMBINE_MODE_MULTIPLY )
return main_simple( i );
#elif ( COMBINE_MODE == COMBINE_MODE_ADD )
return main_simple( i );
#elif ( COMBINE_MODE == COMBINE_MODE_LERP )
return main_lerp( i );
#elif ( COMBINE_MODE == COMBINE_MODE_SELECTOR )
return main_selector( i );
#elif ( COMBINE_MODE == COMBINE_MODE_LERP_TEX_FIRST || COMBINE_MODE == COMBINE_MODE_LERP_TEX_SECOND )
return main_lerp_multipass( i );
#elif ( COMBINE_MODE == COMBINE_MODE_BLEND )
return main_simple( i );
#else
#error "Need to add mode selection here."
#endif
}