doom3-bfg/base/renderprogs/bink_gui.pixel

66 lines
2.6 KiB
Text
Raw Permalink Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
uniform sampler2D samp0 : register(s0); // Y
uniform sampler2D samp1 : register(s1); // Cr
uniform sampler2D samp2 : register(s2); // Cb
struct PS_IN {
float4 position : VPOS;
float2 texcoord0 : TEXCOORD0_centroid;
float4 texcoord1 : TEXCOORD1_centroid;
float4 color : COLOR0;
};
struct PS_OUT {
float4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
const float3 crc = float3( 1.595794678, -0.813476563, 0 );
const float3 crb = float3( 0, -0.391448975, 2.017822266 );
const float3 adj = float3( -0.87065506, 0.529705048f, -1.081668854f );
const float3 YScalar = float3( 1.164123535f, 1.164123535f, 1.164123535f );
float Y = tex2D( samp0, fragment.texcoord0.xy ).x;
float Cr = tex2D( samp1, fragment.texcoord0.xy ).x;
float Cb = tex2D( samp2, fragment.texcoord0.xy ).x;
float3 p = ( YScalar * Y );
p += ( crc * Cr ) + ( crb * Cb ) + adj;
float4 binkImage;
binkImage.xyz = p;
binkImage.w = 1.0;
float4 color = ( binkImage * fragment.color ) + fragment.texcoord1;
result.color.xyz = color.xyz * color.w;
result.color.w = color.w;
}