Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "DUALSEQUENCE" "0..1"
// STATIC: "SEQUENCE_BLEND_MODE" "0..2"
// STATIC: "ADDBASETEXTURE2" "0..1"
// STATIC: "MAXLUMFRAMEBLEND1" "0..1"
// STATIC: "MAXLUMFRAMEBLEND2" "0..1"
// STATIC: "EXTRACTGREENALPHA" "0..1"
// STATIC: "COLORRAMP" "0..1"
// STATIC: "ANIMBLEND" "0..1"
// STATIC: "ADDSELF" "0..1"
// STATIC: "DEPTHBLEND" "0..1" [ps20b]
#define COMBINE_MODE_AVERAGE 0
#define COMBINE_MODE_USE_FIRST_AS_ALPHA_MASK_ON_SECOND 1
#define COMBINE_MODE_USE_FIRST_OVER_SECOND 2
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
const float4 g_Parameters : register( c0 );
const float4 g_DepthFeatheringConstants : register( c2 );
#define fAdditiveBlendWeight g_Parameters.x
#define fOverbrightFactor g_Parameters.y
#define fAdditiveSelfBlendWeight g_Parameters.z
struct PS_INPUT
{
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 argbcolor : COLOR;
float4 blendfactor0 : TEXCOORD2;
#if ADDBASETEXTURE2
float2 texCoord2 : TEXCOORD3;
#endif
#if EXTRACTGREENALPHA
float4 blendfactor1 : TEXCOORD4;
#endif
#if DUALSEQUENCE
float2 vSeq2TexCoord0 : TEXCOORD5;
float2 vSeq2TexCoord1 : TEXCOORD6;
#endif
#if defined( REVERSE_DEPTH_ON_X360 )
float4 vScreenPos_ReverseZ : TEXCOORD7;
#else
float4 vScreenPos : TEXCOORD7;
#endif
};
sampler BaseTextureSampler : register( s0 );
sampler ColorRampSampler : register( s1 );
sampler DepthSampler : register( s2 );
float4 main( PS_INPUT i ) : COLOR
{
bool bMaxLumFrameBlend1 = MAXLUMFRAMEBLEND1 ? true : false;
bool bMaxLumFrameBlend2 = MAXLUMFRAMEBLEND2 ? true : false;
bool bExtractGreenAlpha = EXTRACTGREENALPHA ? true : false;
bool bAddBaseTexture2 = ADDBASETEXTURE2 ? true : false;
bool bDualSequence = DUALSEQUENCE ? true : false;
bool bColorRamp = COLORRAMP ? true : false;
#ifdef DEPTHBLEND
bool bDepthBlend = DEPTHBLEND ? true : false;
#endif
int nSequenceBlendMode = SEQUENCE_BLEND_MODE;
// Sample frames from texture 0
float4 baseTex0 = tex2D( BaseTextureSampler, i.texCoord0 );
float4 baseTex1 = tex2D( BaseTextureSampler, i.texCoord1 );
// Blend by default (may override with bMaxLumFrameBlend1 or bExtractGreenAlpha)
#if ANIMBLEND
float4 blended_rgb = lerp( baseTex0, baseTex1, i.blendfactor0.x );
#else
float4 blended_rgb = baseTex0;
#endif
if ( bMaxLumFrameBlend1 )
{
// Blend between animation frames based upon max luminance
float lum0 = dot( float3(.3, .59, .11), baseTex0.rgb * (1-i.blendfactor0.x));
float lum1 = dot( float3(.3, .59, .11), baseTex1.rgb * i.blendfactor0.x);
if ( lum0 > lum1 )
blended_rgb = baseTex0;
else
blended_rgb = baseTex1;
}
else if( bExtractGreenAlpha )
{
#if EXTRACTGREENALPHA
// Weight Green/Alphas from the two frames for a scalar result
blended_rgb = dot( baseTex0, i.blendfactor0 ) + dot( baseTex1, i.blendfactor1 );
#endif
}
#if DUALSEQUENCE
if ( bDualSequence )
{
baseTex0 = tex2D( BaseTextureSampler, i.vSeq2TexCoord0 );
baseTex1 = tex2D( BaseTextureSampler, i.vSeq2TexCoord1 );
// Blend by default (may override with bMaxLumFrameBlend2)
float4 rgb2 = lerp( baseTex0, baseTex1, i.blendfactor0.z );
if ( bMaxLumFrameBlend2 )
{
// blend between animation frames based upon max luminance
float tlum0 = dot( float3(.3, .59, .11), baseTex0.rgb * (1-i.blendfactor0.x));
float tlum1 = dot( float3(.3, .59, .11), baseTex1.rgb * i.blendfactor0.x);
if ( tlum0 > tlum1 )
rgb2 = baseTex0;
else
rgb2 = baseTex1;
}
if ( nSequenceBlendMode == COMBINE_MODE_AVERAGE )
{
blended_rgb = 0.5 * ( blended_rgb + rgb2 );
}
else if ( nSequenceBlendMode == COMBINE_MODE_USE_FIRST_AS_ALPHA_MASK_ON_SECOND )
{
blended_rgb.rgb = rgb2.rgb;
}
else if ( nSequenceBlendMode == COMBINE_MODE_USE_FIRST_OVER_SECOND )
{
blended_rgb.rgb = lerp( blended_rgb.rgb, rgb2.rgb, rgb2.a );
}
} // bDualSequence
#endif
// Optional color ramp
if ( bColorRamp )
{
blended_rgb.rgb = tex2D( ColorRampSampler, float2( blended_rgb.r, blended_rgb.g ) );
}
// Overbright
blended_rgb.rgb *= fOverbrightFactor;
//Soft Particles FTW
# if (DEPTHBLEND == 1)
# if defined( _X360 )
float fDepthBlend = DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants );
# else
float fDepthBlend = DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants );
# endif
i.argbcolor.a *= fDepthBlend;
# endif
// Premultiply the alpha for a ONE:INVALPHA blend
#if ADDBASETEXTURE2
if ( bAddBaseTexture2 )
{
blended_rgb.a *= i.argbcolor.a;
// In this case, we don't really want to pre-multiply by alpha
if ( !bColorRamp )
{
blended_rgb.rgb *= blended_rgb.a;
}
if ( bExtractGreenAlpha )
{
blended_rgb.rgb += fAdditiveBlendWeight * i.argbcolor.a * blended_rgb.rgb;
}
else
{
blended_rgb.rgb += fOverbrightFactor * fAdditiveBlendWeight * i.argbcolor.a * tex2D( BaseTextureSampler, i.texCoord2 );
}
blended_rgb.rgb *= i.argbcolor.rgb;
}
else
#endif
{
#if ADDSELF
blended_rgb.a *= i.argbcolor.a;
blended_rgb.rgb *= blended_rgb.a;
blended_rgb.rgb += fOverbrightFactor * fAdditiveSelfBlendWeight * i.argbcolor.a * blended_rgb;
blended_rgb.rgb *= i.argbcolor.rgb;
#else
blended_rgb *= i.argbcolor;
#endif
}
return FinalOutput( blended_rgb, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
}