e4s-sdk/gamedata/shaders/r1/postprocess_cm_pre.ps.hlsl
2026-06-17 23:06:51 +03:00

31 lines
894 B
HLSL

#include "common.hlsli"
struct v2p
{
float4 color : COLOR0; // multiplier, color.w = noise_amount
float4 gray : COLOR1; // (.3,.3,.3.,amount)
float2 tc0 : TEXCOORD0; // base1 (duality)
float2 tc1 : TEXCOORD1; // base2 (duality)
float2 tc2 : TEXCOORD2; // base (noise)
};
uniform sampler2D s_base0;
uniform sampler2D s_base1;
uniform sampler2D s_distort;
uniform sampler2D s_grad0;
uniform sampler2D s_grad1;
uniform float4 c_colormap;
// Pixel
float4 main(v2p I) : COLOR
{
float4 pre_pass = tex2D(s_base0, I.tc0);
float grad_i = dot(pre_pass.rgb, (0.3333f).xxx);
float3 image0 = tex2D(s_grad0, float2(grad_i, 0.5f));
float3 image1 = tex2D(s_grad1, float2(grad_i, 0.5f));
float3 image = lerp(image0, image1, c_colormap.y);
image = lerp(pre_pass.rgb, image, c_colormap.x);
return float4(image, 1.0f); // +mov
}