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https://github.com/ZDoom/qzdoom.git
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136 lines
3.6 KiB
PostScript
136 lines
3.6 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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