60 lines
1.5 KiB
PostScript
60 lines
1.5 KiB
PostScript
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#include "common.h"
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uniform float4x4 m_script_params;
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uniform float4 m_hud_params; // zoom_rotate_factor, secondVP_zoom_factor, NULL, NULL
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uniform float4 m_blender_mode;
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Texture2D s_vp2;
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float3 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>-<2D><> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> --#SM+#--
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inline bool isSecondVPActive()
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{
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return (m_blender_mode.z == 1.0);
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}
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float resize(float input, float factor, float offset)
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{
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return (input - 0.5f + offset) / factor + 0.5f - offset;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 main( v2p I ) : SV_Target
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{
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//Constants
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float BAS_NV_BRIGHTNESS = 11.5;
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float3 BAS_NV_COLOR = (0.1, 1.0, 0.1);
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float BAS_NV_NOISE = 0.20;
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float BAS_NV_FLICK = 0.008;
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//Shading
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float4 t_base = s_base.Sample(smp_base, I.tc0);
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I.tc0.x = resize(I.tc0.x, screen_res.x / screen_res.y, 0);
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float4 t_vp2 = s_vp2.Sample(smp_base, I.tc0);
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float noise = frac(sin(dot(I.tc0, float2(12.0, 78.0) + timers.x)) * 43758.0);
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float lum = dot(t_vp2.xyz, LUMINANCE_VECTOR * BAS_NV_BRIGHTNESS);
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if (!isSecondVPActive())
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{
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t_vp2.xyz /= 100;
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}
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else
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{
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t_vp2.xyz = BAS_NV_COLOR * lum; //BW + color
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t_vp2.xyz += noise * BAS_NV_NOISE; //Noise
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t_vp2.xyz += BAS_NV_FLICK * sin(timers.x * 73.0); //Flickering, fps hit
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}
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float3 final = lerp(t_vp2, t_base, t_base.a);
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return float4(final.r, final.g, final.b, m_hud_params.x);
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}
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