//========= 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 }