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base/renderprogs/bloodorb3_capture.pixel
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base/renderprogs/bloodorb3_capture.pixel
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global.inc"
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uniform sampler2D samp0 : register(s0); //_accum
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uniform sampler2D samp1 : register(s1); //_currentRender
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uniform sampler2D samp2 : register(s2); //mask
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struct PS_IN {
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float4 position : VPOS;
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float2 texcoord0 : TEXCOORD0_centroid;
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float2 texcoord1 : TEXCOORD1_centroid;
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float2 texcoord2 : TEXCOORD2_centroid;
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float2 texcoord3 : TEXCOORD3_centroid;
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float2 texcoord4 : TEXCOORD4;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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float colorFactor = fragment.texcoord4.x;
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float4 color0 = float4( 1.0f - colorFactor, 1.0f - colorFactor, 1.0f, 1.0f );
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float4 color1 = float4( 1.0f, 0.95f - colorFactor, 0.95f, 0.5f );
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float4 color2 = float4( 0.015f, 0.015f, 0.015f, 0.01f );
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float4 accumSample0 = tex2D( samp0, fragment.texcoord0 ) * color0;
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float4 accumSample1 = tex2D( samp0, fragment.texcoord1 ) * color1;
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float4 accumSample2 = tex2D( samp0, fragment.texcoord2 ) * color2;
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float4 maskSample = tex2D( samp2, fragment.texcoord3 );
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float4 tint = float4( 0.8, 0.5, 0.5, 1 );
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float4 currentRenderSample = tex2D( samp1, fragment.texcoord3 ) * tint;
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// blend of the first 2 accumulation samples
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float4 accumColor = lerp( accumSample0, accumSample1, 0.5f );
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// add thrid sample
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accumColor += accumSample2;
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accumColor = lerp( accumColor, currentRenderSample, maskSample.a );
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result.color = accumColor;
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}
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