hl2_src-leak-2017/src/materialsystem/stdshaders/colorcorrection_ps2x.fxc

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// DYNAMIC: "NUM_LOOKUPS" "0..4"
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 );
sampler ColorCorrectionVolumeTexture0 : register( s1 );
sampler ColorCorrectionVolumeTexture1 : register( s2 );
sampler ColorCorrectionVolumeTexture2 : register( s3 );
sampler ColorCorrectionVolumeTexture3 : register( s4 );
float ColorCorrectionDefaultWeight : register( c0 );
float ColorCorrectionVolumeWeight0 : register( c1 );
float ColorCorrectionVolumeWeight1 : register( c2 );
float ColorCorrectionVolumeWeight2 : register( c3 );
float ColorCorrectionVolumeWeight3 : register( c4 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
// NOTE: This code requires the color correction texture to be 32 units to be correct.
// This code will cause (0,0,0) to be read from 0.5f/32
// and (1,1,1) to be read from 31.5f/32
float4 offsetBaseColor = baseColor*( 31.0f / 32.0f ) + ( 0.5f / 32.0f );
float4 outColor = float4( 0.0f, 0.0f, 0.0f, baseColor.a );
outColor.rgb = baseColor * ColorCorrectionDefaultWeight;
if (NUM_LOOKUPS > 0)
{
outColor.rgb += tex3D( ColorCorrectionVolumeTexture0, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight0;
if (NUM_LOOKUPS > 1)
{
outColor.rgb += tex3D( ColorCorrectionVolumeTexture1, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight1;
if (NUM_LOOKUPS > 2)
{
outColor.rgb += tex3D( ColorCorrectionVolumeTexture2, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight2;
if (NUM_LOOKUPS > 3)
{
outColor.rgb += tex3D( ColorCorrectionVolumeTexture3, offsetBaseColor.rgb ) * ColorCorrectionVolumeWeight3;
}
}
}
}
return FinalOutput( outColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}