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tech5/bin/base/generated/decls/renderprog/postprocess.decl
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2026-08-09 04:23:10 -07:00

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{
parms {
overlayOpacity.x showOverlay.x * overlayOpacity.x
overlayOpacity.y 1.0 - overlayOpacity.x
}
state {
blend GL_ONE GL_ZERO
depthfunc GL_ALWAYS
depthmask
twosided
}
hlsl_vp {
result.position = vertex.position;
#ifdef PS3
result.texcoord0 = vertex.texcoord0.xyxy;
result.texcoord0.y = 1.0 - vertex.texcoord0.y;
#endif
}
hlsl_fp {
#ifdef PS3
float2 texcoord = fragment.texcoord0.xy;
#else
// Convert from [0,1,2,3,..., N-1] coordinates to [0.0,1.0]
float2 texcoord = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
#endif
// Fix so that screen overlay can be sampled properly (ie not upside down etc)
float2 texcoord2 = texcoord;
#if defined( PC ) && !defined( PC_D3D )
texcoord2.y = 1.0 - texcoord2.y;
#endif
#ifdef PC
// TODO GK: Optimize me
float2 scale = 2.0 * texcoord.xy - 1.0;
float2 blah = saturate( float2( 0.8 - scale.x * scale.x, 0.8 - scale.y * scale.y ) );
texcoord.xy += $doubleVision.xy * blah;
#endif
// Load the glare texture
const half4 glareTex = h4tex2D( $glareMap, texcoord.xy );
//--------------------------------
// Depth Of Field - calculate depth-of-field offset
#ifdef XBOX
float ndcZ = tex2Ddepth_fast( $viewDepthMap, texcoord.xy );
#else
float ndcZ = tex2Ddepth_fast( $viewDepthMap, texcoord.xy ) * 2.0 - 1.0;
#endif
float clipZ = ndcZ * $projectionMatrixZ.w / ( ndcZ + $projectionMatrixZ.z );
half dof = clipZ - $depthOfField2.x;
dof *= ( dof < 0.0 ) ? $depthOfField2.y : $depthOfField2.z;
dof = saturate( abs( dof ) ) * $depthOfField2.w + $globalBlur.x;
/*
if ( dof < 0.1 ) {
result.hcolor = float4( 0, 0, 0, 1 );
} else if ( dof < 0.2 ) {
result.hcolor = float4( 1, 0, 0, 1 );
} else if ( dof < 0.3 ) {
result.hcolor = float4( 0, 1, 0, 1 );
} else if ( dof < 0.4 ) {
result.hcolor = float4( 1, 1, 0, 1 );
} else if ( dof < 0.5 ) {
result.hcolor = float4( 0, 0, 1, 1 );
} else if ( dof < 0.6 ) {
result.hcolor = float4( 1, 0, 1, 1 );
} else if ( dof < 0.7 ) {
result.hcolor = float4( 0, 1, 1, 1 );
} else if ( dof < 0.8 ) {
result.hcolor = float4( 1, 1, 1, 1 );
} else if ( dof < 0.9 ) {
result.hcolor = float4( .5, 0, .5, 1 );
}
return;
*/
//--------------------------------
// Distortion Effects
half2 perturb = _half2( 0.0 );
half blur = 0.0;
{
//--------------------------------
// Apply distortions accumulated while rendering the scene ( i.e. heat distortion )
//half4 distortion = h4tex2D( $postDistortionMap, texcoord.xy ) - 127.0 / 255.0;
//perturb += distortion.xy * distortion.z;
//blur += saturate( distortion.w ) * 16;
half4 distortion = h4tex2D( $postDistortionMap, texcoord.xy ) - 0.5;
perturb += distortion.xy * 0.1; // distortion is multiplied by an arbitrary value
blur += saturate( distortion.w ) * 16.0; // can make sharper or blurrier based on shaders
}
//--------------------------------
// Apply perturbation to texcoord
{
// TODO: If necessary, avoid perturbation artifacts on borders by falling-off to zero
texcoord.xy += perturb.xy;
}
#ifdef PC
half4 final;
BRANCH if ( $radialBlurEnable.x != 0.0 ) {
#if 1 // Slow.... Radial blur for Qcon demo
const int numsamples = 32;
half4 col = _half4( 0.0 );
for ( int i = 0; i < numsamples; ++i ) {
float scale = 1.0 - ( $radialBlurMaxScale.x ) * ( i / float( numsamples - 1.0 ) );
col += tex2D( $viewColorMap, scale * texcoord.xy + ( 1.0 - scale ) * $radialBlurCenter.xy ) * ( numsamples - i ) * ( numsamples - i );
}
col = col / ( numsamples * numsamples * numsamples / 4 );
float luminance = saturate( dot3( col.xyz, half3( 0.33, 0.59, 0.11 ) ) ) * $radialBlurScale.x;
final = tex2Dlod( $viewColorMap, float4( texcoord.xy, 0.0, dof + blur ) );
final = lerp( final, col, sqrt( luminance ) );
#else
// const int numsamples = 16;
// half4 col = 0;
// for ( int i = 0; i < numsamples; i++ ) {
// float scale = 1.0 - 0.25 * ( i / (float)( numsamples - 1.0 ) );
// float2 v = ( texcoord - $radialBlurCenter.xy );
// col += tex2D( $viewColorMap, v * scale + $radialBlurCenter.xy );
// }
// final = col / numsamples;
// use anisotropic filtering - on the PS3, this can take up to 5ms )
// TODO: fall off to zero at edges to prevent border from being blended in
// TODO: pass in dof+blur
// assumes: viewColorImage has aniso set and lodmaxclamp = 0
float2 v = normalize( $radialBlurCenter.xy - texcoord.xy );
// dx, dy need to be orthogonal
float2 dx = v * 0.02;
float2 dy = float2( v.y, -v.x ) * 0.0001; // change this for tiny line effect, minimum footprint width
final = tex2D( $viewColorMap, texcoord.xy, dx, dy );
#endif
} else {
//--------------------------------
// Load the original screen value
final = tex2Dlod( $viewColorMap, float4( texcoord.xy, 0.0, dof + blur ) );
}
#else
//--------------------------------
// Load the original screen value
half4 final = tex2Dlod( $viewColorMap, float4( texcoord.xy, 0.0, dof + blur ) );
#endif
final = final * $screenScale + glareTex;
#ifdef PC
//---------------------------------
// Double Vision
BRANCH if ( anyNotEqual( $doubleVision.xy, _float2( 0.0 ) ) ) {
// Convert from [0,1,2,3,..., N-1] coordinates to [0.0,1.0]
float2 tc2 = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
// GK TODO: Optimize me
float2 scale = 2.0 * texcoord.xy - 1.0;
float2 blah = saturate( float2( 0.8 - scale.x * scale.x, 0.8 - scale.y * scale.y ) );
tc2 -= $doubleVision.xy * blah;
half4 glareTex2 = tex2D( $glareMap, tc2.xy );
// See if we need to compute a new dof at this location - might be ok to just use previous location's dof
half4 final2 = tex2Dlod( $viewColorMap, float4( tc2.xy, 0.0, dof + blur ) ) * $screenScale + glareTex;
final = lerp( final, final2, 0.5 );
}
#endif
//---------------------------------
// Color Grading - desaturation, color balance, dodge, burn, multiply, screen, brightness, etc.
half3 tmpCol = _half3( dot3( final.xyz, half3( 0.33, 0.59, 0.11 ) ) );
final.xyz = lerp( final.xyz, tmpCol, $cbDesaturate.x );
tmpCol.x = h4tex2D( $cbConversionLUT, float2( final.x, 0.0 ) ).x;
tmpCol.y = h4tex2D( $cbConversionLUT, float2( final.y, 0.0 ) ).y;
tmpCol.z = h4tex2D( $cbConversionLUT, float2( final.z, 0.0 ) ).z;
// Apply other cb ops not stored in LUT
tmpCol *= $cbBrightness.x;
// Blend in color grading based on depth ( just use the dof value )
tmpCol.xyz = lerp( tmpCol.xyz, final.xyz, min( $depthBasedColorGrading.x * dof, 1.0 ) );
// Screen border overlay
#if 1
tmpCol.xyz *= $overlayOpacity.y + h4tex2D( $screenOverlay, texcoord2 ).xyz * $overlayOpacity.x;
// test for recompositing a whole overlay based on one corner - gives us 2x more resolution
//float2 stc = 1.0 - abs( 2.0 * texcoord - 1.0 );
//tmpCol.xyz *= $overlayOpacity.y + h4tex2D( $screenOverlay1, stc ).xyz * $overlayOpacity.x;
#endif
//---------------------------------
// Grain
// Calculate UV coordinate for grain and sample texture
float2 graincoord = ( texcoord.xy * $postGrainScaleBias.xy ) + $postGrainScaleBias.zw;
half3 grain = h4tex2D( $grainMap, graincoord ).xyz * $postGrainParms.x + $postGrainParms.y;
// Sloppy grayscale conversion used as luminance to determine amount of grain
half tempLum = dot( tmpCol.xyz, half3( 0.3, 0.59, 0.11 ) );
// Bias and scale luminance value
tempLum = saturate( ( tempLum * $postGrainParms.z ) + $postGrainParms.w );
// Scale grain amount using screen luminance
grain *= tempLum;
// Apply grain on final color
tmpCol.xyz += grain;
//---------------------------------
// Result
result.hcolor.xyz = tmpCol.xyz;
result.hcolor.w = 1.0;
#ifdef PC // DEBUG
if ( $showDepthOfField.x == 1.0 ) {
result.hcolor.xyz = _half3( dof );
}
if ( $showGrainLevels.x == 1.0 ) {
result.hcolor.xyz = _half3( tempLum );
}
#endif
}
}