source-engine/materialsystem/stdshaders/hsl_filmgrain_pass1_ps2x.fxc
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2020-04-22 12:56:21 -04:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler InputSampler : register( s0 );
sampler FilmGrain : register( s1 );
const float4 vNoiseScale : register( c0 );
struct PS_INPUT
{
float2 inputImageCoords : TEXCOORD0; // Input image having grain added
float2 filmGrainCoords : TEXCOORD1; // Tiling film grain texture
};
float4 main( PS_INPUT i ) : COLOR
{
float3 hsl = RGBtoHSL( tex2D( InputSampler, i.inputImageCoords ) );
float3 hslNoise = tex2D( FilmGrain, i.filmGrainCoords ) * 2.0f - 1.0f;
hsl += hslNoise * vNoiseScale * float3( 0.5f, 1.0f, 1.0f );
return FinalOutput( float4 ( hsl, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}