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nekohook/modules/source2013/sdk/materialsystem/stdshaders/common_lightmappedgeneric_fxc.h
2020-08-04 13:13:01 -04:00

176 lines
4.9 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
#if defined(_X360)
void GetBaseTextureAndNormal(sampler base, sampler base2, sampler bump,
bool bBase2, bool bBump, float3 coords,
float3 vWeights, out float4 vResultBase,
out float4 vResultBase2, out float4 vResultBump) {
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if (!bBump) {
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vWeights = max(vWeights - 0.3, 0);
vWeights *= 1.0f / dot(vWeights, float3(1, 1, 1));
[branch] if (vWeights.x > 0) {
vResultBase += vWeights.x * tex2D(base, coords.zy);
if (bBase2) {
vResultBase2 += vWeights.x * tex2D(base2, coords.zy);
}
if (bBump) {
vResultBump += vWeights.x * tex2D(bump, coords.zy);
}
}
[branch] if (vWeights.y > 0) {
vResultBase += vWeights.y * tex2D(base, coords.xz);
if (bBase2) {
vResultBase2 += vWeights.y * tex2D(base2, coords.xz);
}
if (bBump) {
vResultBump += vWeights.y * tex2D(bump, coords.xz);
}
}
[branch] if (vWeights.z > 0) {
vResultBase += vWeights.z * tex2D(base, coords.xy);
if (bBase2) {
vResultBase2 += vWeights.z * tex2D(base2, coords.xy);
}
if (bBump) {
vResultBump += vWeights.z * tex2D(bump, coords.xy);
}
}
#else // not seamless
vResultBase = tex2D(base, coords.xy);
if (bBase2) {
vResultBase2 = tex2D(base2, coords.xy);
}
if (bBump) {
vResultBump = tex2D(bump, coords.xy);
}
#endif
}
#else // PC
void GetBaseTextureAndNormal(sampler base, sampler base2, sampler bump,
bool bBase2, bool bBump, float3 coords,
float3 vWeights, out float4 vResultBase,
out float4 vResultBase2, out float4 vResultBump) {
vResultBase = 0;
vResultBase2 = 0;
vResultBump = 0;
if (!bBump) {
vResultBump = float4(0, 0, 1, 1);
}
#if SEAMLESS
vResultBase += vWeights.x * tex2D(base, coords.zy);
if (bBase2) {
vResultBase2 += vWeights.x * tex2D(base2, coords.zy);
}
if (bBump) {
vResultBump += vWeights.x * tex2D(bump, coords.zy);
}
vResultBase += vWeights.y * tex2D(base, coords.xz);
if (bBase2) {
vResultBase2 += vWeights.y * tex2D(base2, coords.xz);
}
if (bBump) {
vResultBump += vWeights.y * tex2D(bump, coords.xz);
}
vResultBase += vWeights.z * tex2D(base, coords.xy);
if (bBase2) {
vResultBase2 += vWeights.z * tex2D(base2, coords.xy);
}
if (bBump) {
vResultBump += vWeights.z * tex2D(bump, coords.xy);
}
#else // not seamless
vResultBase = tex2D(base, coords.xy);
if (bBase2) {
vResultBase2 = tex2D(base2, coords.xy);
}
if (bBump) {
vResultBump = tex2D(bump, coords.xy);
}
#endif
}
#endif
float3 LightMapSample(sampler LightmapSampler, float2 vTexCoord) {
#if (!defined(_X360) || !defined(USE_32BIT_LIGHTMAPS_ON_360))
{
float3 sample = tex2D(LightmapSampler, vTexCoord);
return sample;
}
#else
{
#if 0 // 1 for cheap sampling, 0 for accurate scaling from the individual
// samples
{
float4 sample = tex2D( LightmapSampler, vTexCoord );
return sample.rgb * sample.a;
}
#else
{
float4 Weights;
float4 samples_0; // no arrays allowed in inline assembly
float4 samples_1;
float4 samples_2;
float4 samples_3;
asm {
tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
getWeights2D Weights, vTexCoord.xy, LightmapSampler
}
;
Weights = float4(
(1 - Weights.x) * (1 - Weights.y), Weights.x * (1 - Weights.y),
(1 - Weights.x) * Weights.y, Weights.x * Weights.y);
float3 result;
result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
return result;
}
#endif
}
#endif
}