qzdoom-gpl/wadsrc/static/shaders/d3d/shaders.ps

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sampler2D Image : register(s0);
sampler1D Palette : register(s1);
#if PS14
sampler1D Gamma1 : register(s2);
sampler1D Gamma2 : register(s3);
sampler1D Gamma3 : register(s4);
#endif
float4 PaletteMod : register(c2);
float4 Weights : register(c6); // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 }
float4 Gamma : register(c7);
float4 TextureLookup(float2 tex_coord)
{
#if PALTEX
float index = tex2D(Image, tex_coord).x;
index = index * PaletteMod.x + PaletteMod.y;
return tex1D(Palette, index);
#else
return tex2D(Image, tex_coord);
#endif
}
float4 Invert(float4 rgb)
{
#if INVERT
rgb.rgb = Weights.www - rgb.xyz;
#endif
return rgb;
}
float Grayscale(float4 rgb)
{
return dot(rgb.rgb, Weights.rgb);
}
float4 SampleTexture(float2 tex_coord)
{
return Invert(TextureLookup(tex_coord));
}
// Normal color calculation for most drawing modes.
float4 NormalColor(float2 tex_coord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
return Flash + SampleTexture(tex_coord) * InvFlash;
}
// Copy the red channel to the alpha channel. Pays no attention to palettes.
float4 RedToAlpha(float2 tex_coord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float4 color = Invert(tex2D(Image, tex_coord));
color.a = color.r;
return Flash + color * InvFlash;
}
// Just return the value of c0.
float4 VertexColor(float4 color : COLOR0) : COLOR
{
return color;
}
// Emulate one of the special colormaps. (Invulnerability, gold, etc.)
float4 SpecialColormap(float2 tex_coord : TEXCOORD0, float4 start : COLOR0, float4 end : COLOR1) : COLOR
{
float4 color = SampleTexture(tex_coord);
float4 range = end - start;
// We can't store values greater than 1.0 in a color register, so we multiply
// the final result by 2 and expect the caller to divide the start and end by 2.
color.rgb = 2 * (start + Grayscale(color) * range);
// Duplicate alpha semantics of NormalColor.
color.a = start.a + color.a * end.a;
return color;
}
// In-game colormap effect: fade to a particular color and multiply by another, with
// optional desaturation of the original color. Desaturation is packed into color.a.
// Fade level is packed int fade.a. Fade.rgb has been premultiplied by alpha.
float4 InGameColormap(float2 tex_coord : TEXCOORD0, float4 color : COLOR0, float4 fade : COLOR1) : COLOR
{
float4 rgb = SampleTexture(tex_coord);
// Desaturate
#if DESAT
float3 intensity;
float invdesat;
intensity.rgb = Grayscale(rgb) * color.a;
invdesat = Weights.w - color.a;
rgb.rgb = intensity + rgb * invdesat;
#endif
// Fade
rgb.rgb = rgb.rgb * fade.aaa + fade.rgb;
// Shade
rgb.rgb = rgb.rgb * color.rgb;
return rgb;
}
// Windowed gamma correction.
float4 GammaCorrection(float2 tex_coord : TEXCOORD0) : COLOR
{
float4 color = tex2D(Image, tex_coord);
#if !PS14
color.rgb = pow(color.rgb, Gamma.rgb);
#else
// On PS14 targets, we can only sample once from each sampler
// per stage. Fortunately, we have 16 samplers to play with,
// so we can just set three of them to the gamma texture and
// use one for each component. Unfortunately, all these
// texture lookups are probably not as efficient as the pow()
// solution that later targets make possible.
color.r = tex1D(Gamma1, color.r * Gamma.w).r;
color.g = tex1D(Gamma2, color.g * Gamma.w).g;
color.b = tex1D(Gamma3, color.b * Gamma.w).b;
#endif
return color;
}
// The burn wipe effect.
sampler2D NewScreen : register(s0);
sampler2D Burn : register(s1);
float4 BurnWipe(float2 coord[2] : TEXCOORD0) : COLOR
{
float4 color = tex2D(NewScreen, coord[0]);
float4 alpha = tex2D(Burn, coord[1]);
color.a = alpha.r * 2;
return color;
}