#include "night_vision.h" #include "common.h" Texture2D s_scope; uniform float4 m_hud_params; // zoom_rotate_factor, secondVP_zoom_factor, hud_fov, NULL float4 eye_direction_lerp; float4 eye_position_lerp; float4 fakescope_params1; // power, inner blur, outer blur, brightness float4 fakescope_params2; // chroma abber, fog attack(aim), fog attack(move), fog max travel float4 fakescope_params3; // radius, relative fog radius, fog sharpness, scope sway amount float getparallax(float d) { return clamp(1 - pow(1 / fakescope_params3.x * fakescope_params3.y * d, fakescope_params3.z), 0, 1); } float2 clampMagnitude(float2 v, float l) { return normalize(v) * min(length(v), l); } float4 main(p_screen I, float4 pos2d : SV_POSITION) : SV_Target { if(m_hud_params.x > 0 && fakescope_params3.x > 0) { float3 image; float2 corrected_texturecoords = aspect_ratio_correction(I.tc0); // get velocity float2 eye_velocity = clampMagnitude((mul(m_VP, eye_direction_lerp) * fakescope_params2.y) + (mul(m_VP, eye_position_lerp) * fakescope_params2.z), fakescope_params2.w); // parallax float2 parallax_offset = float2(0.5f + eye_velocity.x, 0.5f - eye_velocity.y); float distToParallax = distance(corrected_texturecoords, parallax_offset); // scope offset float2 scope_center = float2(0.5f, 0.5f); float distToCenter = distance(corrected_texturecoords, scope_center); float4 scope = s_scope.Sample(smp_nofilter, (I.tc0 * float2(1, 0.5625f))); float3 half_res_blur = s_blur_2.Sample(smp_base, I.tc0).rgb; if(step(distToCenter, fakescope_params3.x) == 1 && m_hud_params.x >= 1.0) { I.tc0 = (I.tc0 - 0.5) * fakescope_params1.x - 0.5; image.r = s_image.Sample(smp_base, I.tc0 + (float3(-fakescope_params2.x, 0, 0) * distToCenter)).r; image.b = s_image.Sample(smp_base, I.tc0 + (float3( fakescope_params2.x, 0, 0) * distToCenter)).b; image.g = s_image.Sample(smp_base, I.tc0).g; image = lerp(image, half_res_blur, fakescope_params1.y); image.rgb *= getparallax(distToParallax); } else { image = s_image.Sample(smp_base, I.tc0).xyz; image = lerp(image, half_res_blur, m_hud_params.x * fakescope_params1.z) * (1 - (m_hud_params.x * (1 - fakescope_params1.w))); } if(m_hud_params.x >= 1.0) { image = lerp(image, scope, scope.a); } return float4(image, 1.0); } else { return float4(s_image.Sample(smp_base, I.tc0).xyz, 1.0); } }