bloodorb3_capture.pixel 2.9 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970
  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #include "global.inc"
  21. uniform sampler2D samp0 : register(s0); //_accum
  22. uniform sampler2D samp1 : register(s1); //_currentRender
  23. uniform sampler2D samp2 : register(s2); //mask
  24. struct PS_IN {
  25. float4 position : VPOS;
  26. float2 texcoord0 : TEXCOORD0_centroid;
  27. float2 texcoord1 : TEXCOORD1_centroid;
  28. float2 texcoord2 : TEXCOORD2_centroid;
  29. float2 texcoord3 : TEXCOORD3_centroid;
  30. float2 texcoord4 : TEXCOORD4;
  31. };
  32. struct PS_OUT {
  33. float4 color : COLOR;
  34. };
  35. void main( PS_IN fragment, out PS_OUT result ) {
  36. float colorFactor = fragment.texcoord4.x;
  37. float4 color0 = float4( 1.0f - colorFactor, 1.0f - colorFactor, 1.0f, 1.0f );
  38. float4 color1 = float4( 1.0f, 0.95f - colorFactor, 0.95f, 0.5f );
  39. float4 color2 = float4( 0.015f, 0.015f, 0.015f, 0.01f );
  40. float4 accumSample0 = tex2D( samp0, fragment.texcoord0 ) * color0;
  41. float4 accumSample1 = tex2D( samp0, fragment.texcoord1 ) * color1;
  42. float4 accumSample2 = tex2D( samp0, fragment.texcoord2 ) * color2;
  43. float4 maskSample = tex2D( samp2, fragment.texcoord3 );
  44. float4 tint = float4( 0.8, 0.5, 0.5, 1 );
  45. float4 currentRenderSample = tex2D( samp1, fragment.texcoord3 ) * tint;
  46. // blend of the first 2 accumulation samples
  47. float4 accumColor = lerp( accumSample0, accumSample1, 0.5f );
  48. // add thrid sample
  49. accumColor += accumSample2;
  50. accumColor = lerp( accumColor, currentRenderSample, maskSample.a );
  51. result.color = accumColor;
  52. }