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

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{
parms {
stageSort sortTrans
}
state {
depthmask
depthfunc GL_ALWAYS
twosided
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX );
result.position.y = dot4( vertex.position, $mvpMatrixY );
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0, 0 );
result.color = swizzleColor( vertex.color );
result.texcoord1 = swizzleColor( vertex.tangent ) * _float4( 2.0 ) - _float4( 1.0 );
}
hlsl_fp {
half4 CoYCgA = tex2D( $transMap, fragment.texcoord0.xy );
// convert to RGBA
// The 0 value for Co and Cg will be at DXT value 16 in the 0 - 31
// range of 5 bits, which will be expanded to 10000100b in 32 bit
// color, or 132/255.0 in floating point.
CoYCgA.xz -= 132.0 / 255.0;
half4 rgba;
rgba.x = CoYCgA.w + CoYCgA.x - CoYCgA.z;
rgba.y = CoYCgA.w + CoYCgA.z;
rgba.z = CoYCgA.w - CoYCgA.x - CoYCgA.z;
rgba.w = CoYCgA.y;
// black level adjustment
float scale = 1.0 - $cbBlackLevel.x;
float bias = $cbBlackLevel.x;
// now that we are back in RGB space, apply the vertex color
rgba *= fragment.color;
rgba += fragment.texcoord1;
// use fragment.color.w instead if rgba.w so we don't apply the premultipled alpha twice.
result.color.xyz = saturate( rgba.xyz * scale + bias ) * fragment.color.w;
result.color.w = rgba.w;
}
}