hl2_src-leak-2017/src/materialsystem/stdshaders/bik_ps11.psh

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; DYNAMIC: "PASS" "0..1"
ps.1.1
; NOTE: If we ever need to alpha blend this, we'll need to set the right mask to RG on the first pass and B on the second.
; premultiplied by .25 so that they fit in [-1,1] and use _x4 to scale back up.
; note that the 4th component of each isn't used and is instead in c6 and c7.
def c0, 0.29103088375, 0.3989486695, 0.0f, -0.217663765
def c1, 0.29103088375, -0.20336914075, -0.09786224375, 0.132426262
def c2, 0.29103088375, 0.0f, 0.5044555665, -0.2704172135
; masks for component selection since ps_1_1 doesn't have general write masking.
def c3, 1.0f, 0.0f, 0.0f, 1.0f
def c4, 0.0f, 1.0f, 0.0f, 0.0f
def c5, 0.0f, 0.0f, 1.0f, 0.0f
def c6, -0.217663765, 0.132426262, 0.0f, 0.0f
def c7, 0.0f, 0.0f, -0.2704172135, 0.0f
tex t0 ; Y
tex t1 ; cR
tex t2 ; cB
; could save an instruction by putting cR and cB in the same texture in the x and y components.
mul r1.rgb, c3, t0 ; get Y into x
mad r1.rgb, c4, t1, r1 ; get cR into y
mad r1.rgb, c5, t2, r1 ; get cB into z
+mov r0.a, c3.a ; set output alpha to one. . .don't really care since we aren't alpha blending.
#if PASS == 0
; do the dot3 part of the dot4 for to convert from YcRCb->Red
dp3 t1.rgb, r1, c0
; Mask into the red channel
mul r0.rgb, t1, c3
; do the dot3 part of the dot4 for to convert from YcRCb->Green
dp3 t1.rgb, r1, c1
; Mask into the green channel
mad r0.rgb, t1, c4, r0
; Add the 4th component for the dp4 to convert from YcRCb->[Red,Green]
add_x4_sat r0.rgb, c6, r0
#endif
#if PASS == 1
; do the dot3 part of the dot4 for to convert from YcRCb->Blue
dp3 t1.rgb, r1, c2
; Mask into the blue channel
mul r0.rgb, t1, c5
; Add the 4th component for the dp4 to convert from YcRCb->Blue
add_x4_sat r0.rgb, c7, r0
#endif