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59b6c5ef5c
also decided to compile some other shaders slightly differently, too.) - Fixed: The InGameColormap had been designed without taking alpha into consideration. As the least likely parameter to be used, desaturation has been moved into a constant register to make room for the alpha parameter to live in the vertex's color value. SVN r3208 (trunk)
136 lines
3.8 KiB
PostScript
136 lines
3.8 KiB
PostScript
sampler2D Image : register(s0);
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sampler1D Palette : register(s1);
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#if PS14
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sampler1D Gamma1 : register(s2);
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sampler1D Gamma2 : register(s3);
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sampler1D Gamma3 : register(s4);
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#endif
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float4 Desaturation : register(c1); // { Desat, 1 - Desat }
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float4 PaletteMod : register(c2);
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float4 Weights : register(c6); // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 }
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float4 Gamma : register(c7);
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float4 TextureLookup(float2 tex_coord)
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{
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#if PALTEX
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float index = tex2D(Image, tex_coord).x;
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index = index * PaletteMod.x + PaletteMod.y;
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return tex1D(Palette, index);
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#else
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return tex2D(Image, tex_coord);
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#endif
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}
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float4 Invert(float4 rgb)
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{
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#if INVERT
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rgb.rgb = Weights.www - rgb.xyz;
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#endif
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return rgb;
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}
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float Grayscale(float4 rgb)
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{
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return dot(rgb.rgb, Weights.rgb);
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}
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float4 SampleTexture(float2 tex_coord)
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{
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return Invert(TextureLookup(tex_coord));
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}
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// Normal color calculation for most drawing modes.
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float4 NormalColor(float2 tex_coord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
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{
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return Flash + SampleTexture(tex_coord) * InvFlash;
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}
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// Copy the red channel to the alpha channel. Pays no attention to palettes.
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float4 RedToAlpha(float2 tex_coord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
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{
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float4 color = Invert(tex2D(Image, tex_coord));
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color.a = color.r;
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return Flash + color * InvFlash;
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}
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// Just return the value of c0.
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float4 VertexColor(float4 color : COLOR0) : COLOR
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{
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return color;
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}
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// Emulate one of the special colormaps. (Invulnerability, gold, etc.)
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float4 SpecialColormap(float2 tex_coord : TEXCOORD0, float4 start : COLOR0, float4 end : COLOR1) : COLOR
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{
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float4 color = SampleTexture(tex_coord);
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float4 range = end - start;
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// We can't store values greater than 1.0 in a color register, so we multiply
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// the final result by 2 and expect the caller to divide the start and end by 2.
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color.rgb = 2 * (start + Grayscale(color) * range).rgb;
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// Duplicate alpha semantics of NormalColor.
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color.a = start.a + color.a * end.a;
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return color;
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}
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// In-game colormap effect: fade to a particular color and multiply by another, with
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// optional desaturation of the original color. Desaturation is stored in c1.
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// Fade level is packed int fade.a. Fade.rgb has been premultiplied by alpha.
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// Overall alpha is in color.a.
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float4 InGameColormap(float2 tex_coord : TEXCOORD0, float4 color : COLOR0, float4 fade : COLOR1) : COLOR
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{
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float4 rgb = SampleTexture(tex_coord);
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// Desaturate
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#if DESAT
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float3 intensity;
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intensity.rgb = Grayscale(rgb) * Desaturation.x;
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rgb.rgb = intensity.rgb + rgb.rgb * Desaturation.y;
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#endif
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// Fade
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rgb.rgb = rgb.rgb * fade.aaa + fade.rgb;
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// Shade and Alpha
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rgb = rgb * color;
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return rgb;
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}
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// Windowed gamma correction.
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float4 GammaCorrection(float2 tex_coord : TEXCOORD0) : COLOR
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{
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float4 color = tex2D(Image, tex_coord);
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#if !PS14
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color.rgb = pow(color.rgb, Gamma.rgb);
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#else
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// On PS14 targets, we can only sample once from each sampler
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// per stage. Fortunately, we have 16 samplers to play with,
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// so we can just set three of them to the gamma texture and
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// use one for each component. Unfortunately, all these
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// texture lookups are probably not as efficient as the pow()
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// solution that later targets make possible.
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color.r = tex1D(Gamma1, color.r * Gamma.w).r;
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color.g = tex1D(Gamma2, color.g * Gamma.w).g;
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color.b = tex1D(Gamma3, color.b * Gamma.w).b;
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#endif
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return color;
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}
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// The burn wipe effect.
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sampler2D NewScreen : register(s0);
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sampler2D Burn : register(s1);
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float4 BurnWipe(float2 coord[2] : TEXCOORD0) : COLOR
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{
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float4 color = tex2D(NewScreen, coord[0]);
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float4 alpha = tex2D(Burn, coord[1]);
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color.a = alpha.r * 2;
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return color;
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}
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