// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "TEXTURE2" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] #if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif #include "shader_constant_register_map.h" #include "common_ps_fxc.h" sampler BaseTextureSampler : register( s0 ); sampler SecondaryTextureSampler : register( s1 ); const float4 g_Contrast : register( c1 ); const float4 g_Saturation : register( c2 ); const float4 g_Tint : register( c3 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); #define g_Grey float4( 0.33333f, 0.33333f, 0.33333f, 0.33333f ) struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float4 vColor : COLOR0; float4 worldPos_projPosZ : TEXCOORD7; }; float4 main( PS_INPUT i ) : COLOR { float4 resultColor = tex2D( BaseTextureSampler, i.vTexCoord0 ) * i.vColor; // base texture modulated with vertex color #if (TEXTURE2 == 1) resultColor = tex2D( SecondaryTextureSampler, i.vTexCoord1 ) * resultColor; // modulate base color by another texture #endif float3 tempColor = resultColor.rgb * resultColor.rgb; //base * base resultColor.rgb = lerp( resultColor.rgb, tempColor.rgb, g_Contrast.rgb ); // blend between color and color * color tempColor = dot( resultColor.rgb, g_Grey ); // color greyscaled resultColor.rgb = lerp( tempColor.rgb, resultColor.rgb, g_Saturation.rgb ); // blend between color and greyscale resultColor.rgb = resultColor.rgb * g_Tint.rgb; // tint float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }