hl2_src-leak-2017/src/materialsystem/stdshaders/BlurFilter_ps2x.fxc

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "APPROX_SRGB_ADAPTER" "0..1" [ps20b] [PC]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler TexSampler : register( s0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
float2 coordTap1Neg : TEXCOORD4;
float2 coordTap2Neg : TEXCOORD5;
float2 coordTap3Neg : TEXCOORD6;
};
float2 psTapOffs[3] : register( c0 );
float3 scale_factor : register( c3 );
float4 SampleTexture( sampler texSampler, float2 uv )
{
float4 cSample = tex2D( texSampler, uv );
#if ( APPROX_SRGB_ADAPTER )
{
cSample.rgb = max( cSample.rgb, float3( 0.00001f, 0.00001f, 0.00001f ) ); // rsqrt doesn't like inputs of zero
float3 ooSQRT; //
ooSQRT.r = rsqrt( cSample.r ); //
ooSQRT.g = rsqrt( cSample.g ); // Approximate linear-to-sRGB conversion
ooSQRT.b = rsqrt( cSample.b ); //
cSample.rgb *= ooSQRT.rgb; //
}
#endif
return cSample;
}
float4 main( PS_INPUT i ) : COLOR
{
float4 s0, s1, s2, s3, s4, s5, s6, color;
// Sample taps with coordinates from VS
s0 = SampleTexture( TexSampler, i.coordTap0 );
s1 = SampleTexture( TexSampler, i.coordTap1 );
s2 = SampleTexture( TexSampler, i.coordTap2 );
s3 = SampleTexture( TexSampler, i.coordTap3 );
s4 = SampleTexture( TexSampler, i.coordTap1Neg );
s5 = SampleTexture( TexSampler, i.coordTap2Neg );
s6 = SampleTexture( TexSampler, i.coordTap3Neg );
color = s0 * 0.2013f;
color += ( s1 + s4 ) * 0.2185f;
color += ( s2 + s5 ) * 0.0821f;
color += ( s3 + s6 ) * 0.0461f;
// Compute tex coords for other taps
float2 coordTap4 = i.coordTap0 + psTapOffs[0];
float2 coordTap5 = i.coordTap0 + psTapOffs[1];
float2 coordTap6 = i.coordTap0 + psTapOffs[2];
float2 coordTap4Neg = i.coordTap0 - psTapOffs[0];
float2 coordTap5Neg = i.coordTap0 - psTapOffs[1];
float2 coordTap6Neg = i.coordTap0 - psTapOffs[2];
// Sample the taps
s1 = SampleTexture( TexSampler, coordTap4 );
s2 = SampleTexture( TexSampler, coordTap5 );
s3 = SampleTexture( TexSampler, coordTap6 );
s4 = SampleTexture( TexSampler, coordTap4Neg );
s5 = SampleTexture( TexSampler, coordTap5Neg );
s6 = SampleTexture( TexSampler, coordTap6Neg );
color += ( s1 + s4 ) * 0.0262f;
color += ( s2 + s5 ) * 0.0162f;
color += ( s3 + s6 ) * 0.0102f;
color.xyz*=scale_factor.xyz;
#if ( APPROX_SRGB_ADAPTER )
{
color.xyz *= color.xyz; // Approximate sRGB-to-linear conversion
}
#endif
return color;
//return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}