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

119 lines
3.1 KiB
PostScript

sampler2D Image : register(s0);
sampler1D Palette : register(s1);
float4 Desaturation : register(c1); // { Desat, 1 - Desat }
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 VertexColor : COLOR0, float4 Overlay : COLOR1) : COLOR
{
return Overlay + SampleTexture(tex_coord) * VertexColor;
}
// Copy the red channel to the alpha channel. Pays no attention to palettes and only works with grayscale textures
float4 RedToAlpha(float2 tex_coord : TEXCOORD0, float4 VertexColor : COLOR0, float4 Overlay : COLOR1) : COLOR
{
float4 color = Invert(tex2D(Image, tex_coord));
color.a *= color.r;
return Overlay + color * VertexColor;
}
// 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).rgb;
// 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 stored in c1.
// Fade level is packed int fade.a. Fade.rgb has been premultiplied by alpha.
// Overall alpha is in color.a.
float4 InGameColormap(float2 tex_coord : TEXCOORD0, float4 color : COLOR0, float4 fade : COLOR1) : COLOR
{
float4 rgb = SampleTexture(tex_coord);
// Desaturate
#if DESAT
float3 intensity;
intensity.rgb = Grayscale(rgb) * Desaturation.x;
rgb.rgb = intensity.rgb + rgb.rgb * Desaturation.y;
#endif
// Shade and Alpha
rgb = rgb * color;
// Fade
rgb.rgb = rgb.rgb * fade.aaa + fade.rgb;
return rgb;
}
// Windowed gamma correction.
float4 GammaCorrection(float2 tex_coord : TEXCOORD0) : COLOR
{
float4 color = tex2D(Image, tex_coord);
color.rgb = pow(color.rgb, Gamma.rgb);
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;
}