/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013 Robert Beckebans 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 . 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. =========================================================================== */ uniform float4 rpScreenCorrectionFactor : register(c0); uniform float4 rpWindowCoord : register(c1); uniform float4 rpDiffuseModifier : register(c2); uniform float4 rpSpecularModifier : register(c3); uniform float4 rpLocalLightOrigin : register(c4); uniform float4 rpLocalViewOrigin : register(c5); uniform float4 rpLightProjectionS : register(c6); uniform float4 rpLightProjectionT : register(c7); uniform float4 rpLightProjectionQ : register(c8); uniform float4 rpLightFalloffS : register(c9); uniform float4 rpBumpMatrixS : register(c10); uniform float4 rpBumpMatrixT : register(c11); uniform float4 rpDiffuseMatrixS : register(c12); uniform float4 rpDiffuseMatrixT : register(c13); uniform float4 rpSpecularMatrixS : register(c14); uniform float4 rpSpecularMatrixT : register(c15); uniform float4 rpVertexColorModulate : register(c16); uniform float4 rpVertexColorAdd : register(c17); uniform float4 rpColor : register(c18); uniform float4 rpViewOrigin : register(c19); uniform float4 rpGlobalEyePos : register(c20); uniform float4 rpMVPmatrixX : register(c21); uniform float4 rpMVPmatrixY : register(c22); uniform float4 rpMVPmatrixZ : register(c23); uniform float4 rpMVPmatrixW : register(c24); uniform float4 rpModelMatrixX : register(c25); uniform float4 rpModelMatrixY : register(c26); uniform float4 rpModelMatrixZ : register(c27); uniform float4 rpModelMatrixW : register(c28); uniform float4 rpProjectionMatrixX : register(c29); uniform float4 rpProjectionMatrixY : register(c30); uniform float4 rpProjectionMatrixZ : register(c31); uniform float4 rpProjectionMatrixW : register(c32); uniform float4 rpModelViewMatrixX : register(c33); uniform float4 rpModelViewMatrixY : register(c34); uniform float4 rpModelViewMatrixZ : register(c35); uniform float4 rpModelViewMatrixW : register(c36); uniform float4 rpTextureMatrixS : register(c37); uniform float4 rpTextureMatrixT : register(c38); uniform float4 rpTexGen0S : register(c39); uniform float4 rpTexGen0T : register(c40); uniform float4 rpTexGen0Q : register(c41); uniform float4 rpTexGen0Enabled : register(c42); uniform float4 rpTexGen1S : register(c43); uniform float4 rpTexGen1T : register(c44); uniform float4 rpTexGen1Q : register(c45); uniform float4 rpTexGen1Enabled : register(c46); uniform float4 rpWobbleSkyX : register(c47); uniform float4 rpWobbleSkyY : register(c48); uniform float4 rpWobbleSkyZ : register(c49); uniform float4 rpOverbright : register(c50); uniform float4 rpEnableSkinning : register(c51); uniform float4 rpAlphaTest : register(c52); static float dot2( float2 a, float2 b ) { return dot( a, b ); } static float dot3( float3 a, float3 b ) { return dot( a, b ); } static float dot3( float3 a, float4 b ) { return dot( a, b.xyz ); } static float dot3( float4 a, float3 b ) { return dot( a.xyz, b ); } static float dot3( float4 a, float4 b ) { return dot( a.xyz, b.xyz ); } static float dot4( float4 a, float4 b ) { return dot( a, b ); } static float dot4( float2 a, float4 b ) { return dot( float4( a, 0, 1 ), b ); } // ---------------------- // YCoCg Color Conversion // ---------------------- static const half4 matrixRGB1toCoCg1YX = half4( 0.50, 0.0, -0.50, 0.50196078 ); // Co static const half4 matrixRGB1toCoCg1YY = half4( -0.25, 0.5, -0.25, 0.50196078 ); // Cg static const half4 matrixRGB1toCoCg1YZ = half4( 0.0, 0.0, 0.0, 1.0 ); // 1.0 static const half4 matrixRGB1toCoCg1YW = half4( 0.25, 0.5, 0.25, 0.0 ); // Y static const half4 matrixCoCg1YtoRGB1X = half4( 1.0, -1.0, 0.0, 1.0 ); static const half4 matrixCoCg1YtoRGB1Y = half4( 0.0, 1.0, -0.50196078, 1.0 ); // -0.5 * 256.0 / 255.0 static const half4 matrixCoCg1YtoRGB1Z = half4( -1.0, -1.0, 1.00392156, 1.0 ); // +1.0 * 256.0 / 255.0 static half3 ConvertYCoCgToRGB( half4 YCoCg ) { half3 rgbColor; YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0 YCoCg.z = 1.0 / YCoCg.z; YCoCg.xy *= YCoCg.z; rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X ); rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y ); rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z ); return rgbColor; } static float2 CenterScale( float2 inTC, float2 centerScale ) { float scaleX = centerScale.x; float scaleY = centerScale.y; float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) ); float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) ); float2 finalTC; finalTC.x = dot4( inTC, tc0 ); finalTC.y = dot4( inTC, tc1 ); return finalTC; } static float2 Rotate2D( float2 inTC, float2 cs ) { float sinValue = cs.y; float cosValue = cs.x; float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f ); float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f ); float2 finalTC; finalTC.x = dot4( inTC, tc0 ); finalTC.y = dot4( inTC, tc1 ); return finalTC; } // better noise function available at https://github.com/ashima/webgl-noise float rand( float2 co ) { return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 ); } // RB begin #ifndef PI #define PI 3.14159265358979323846 #endif #define DEG2RAD( a ) ( ( a ) * PI / 180.0f ) #define RAD2DEG( a ) ( ( a ) * 180.0f / PI ) // RB end #define _half2( x ) half2( x ) #define _half3( x ) half3( x ) #define _half4( x ) half4( x ) #define _float2( x ) float2( x ) #define _float3( x ) float3( x ) #define _float4( x ) float4( x ) #define VPOS WPOS static float4 idtex2Dproj( sampler2D samp, float4 texCoords ) { return tex2Dproj( samp, texCoords.xyw ); } static float4 swizzleColor( float4 c ) { return c; } static float2 vposToScreenPosTexCoord( float2 vpos ) { return vpos.xy * rpWindowCoord.xy; } #define BRANCH #define IFANY