hl2_src-leak-2017/src/materialsystem/stdshaders/IntroScreenSpaceEffect_ps11...

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// DYNAMIC: "MODE" "0..9"
#include "common_ps_fxc.h"
const float g_Alpha : register( c0 );
sampler BaseTextureSampler : register( s0 );
sampler BaseTextureSampler2 : register( s1 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float2 baseTexCoord2 : TEXCOORD1;
};
HALF Grey( HALF3 input )
{
return dot( ( float3 )( 1.0f / 3.0f ), input );
}
HALF4 main( PS_INPUT i ) : COLOR
{
float3 scene = tex2D( BaseTextureSampler, i.baseTexCoord );
float3 gman = tex2D( BaseTextureSampler2, i.baseTexCoord2 );
#if MODE == 0
// negative greyscale of scene * gman
float scale = 1.0f / 3.0f;
scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
scene = 1.0f - scene;
return float4( scene * gman, g_Alpha );
#endif
#if MODE == 1
if( Grey( gman ) < 0.3 )
{
return float4( 1.0f - gman, g_Alpha );
}
else
{
return float4( ( 1.0f - gman ) * scene, g_Alpha );
}
#endif
#if MODE == 2
return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
#endif
#if MODE == 3
return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha );
#endif
#if MODE == 4
return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
#endif
#if MODE == 5
float sceneLum = scene.r;
if( sceneLum > 0.0f )
{
return float4( scene, g_Alpha );
}
else
{
return float4( gman, g_Alpha );
}
#endif
#if MODE == 6
return float4( scene + gman, g_Alpha );
#endif
#if MODE == 7
return float4( scene, g_Alpha );
#endif
#if MODE == 8
return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
#endif
#if MODE == 9
/*
float3 cGammaLayer1 = scene;
float3 cGammaLayer2 = gman;
float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
float3 cGammaOverlayResult;
if ( flLayer1Brightness < 0.5f )
{
cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
}
else
{
cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
}
//*/
float3 cLayer1 = scene;
float3 cLayer2 = gman;
float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
// Modify layer 1 to be more contrasty.
cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
float3 cGammaOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
return float4( cGammaOverlayResult.rgb, g_Alpha );
#endif
}