// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "SHOWALPHA" "0..1" // DYNAMIC: "ISCUBEMAP" "0..1" #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" sampler g_tSampler : register( s0 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; const float3 g_vConst0 : register( c0 ); #define g_flIsHdrCube g_vConst0.x #define g_flIsHdr2D g_vConst0.y float4 main( PS_INPUT i ) : COLOR { float4 sample = tex2D( g_tSampler, i.texCoord ); float4 result = { 0.0f, 0.0f, 0.0f, 1.0f }; result.rgb = sample.rgb; #if SHOWALPHA result.rgb = sample.a; #endif if ( g_flIsHdr2D ) result.rgb *= MAX_HDR_OVERBRIGHT; #if ISCUBEMAP bool bNoDataForThisPixel = false; float3 vec = float3( 0, 0, 0 ); float x = i.texCoord.x; float y = i.texCoord.y; float x2 = frac( ( i.texCoord.x ) * 3.0f ) * 2.0f - 1.0f; float y2 = frac( ( i.texCoord.y ) * 4.0f ) * 2.0f - 1.0f; if ( ( x >= 0.3333f ) && ( x <= 0.6666f ) ) //Center row { if ( y >= 0.75f ) vec = float3( x2, 1.0, y2 ); else if ( y >= 0.5f ) vec = float3( x2, y2, -1.0 ); else if ( y >= 0.25f ) vec = float3( x2, -1.0, -y2 ); else if ( y >= 0.0f ) vec = float3( x2, -y2, 1.0 ); } else if ( ( y >= 0.25f ) && ( y <= 0.5f ) ) { if ( x <= 0.3333f ) vec = float3( -1.0f, -x2, -y2 ); else if (x >= 0.6666f) vec = float3( 1.0f, x2, -y2 ); else bNoDataForThisPixel = true; } else { bNoDataForThisPixel = true; } float4 cBase = texCUBE( g_tSampler, vec ); #if SHOWALPHA cBase.rgb = cBase.a; #endif if ( g_flIsHdrCube ) cBase.rgb *= ENV_MAP_SCALE; if ( bNoDataForThisPixel == true ) cBase.rgb = float3( 0.9f, 0.4f, 0.15f ); result.rgb = cBase.rgb; result.a = 1.0f; // - bNoDataForThisPixel; #endif return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }