source-engine/materialsystem/stdshaders/sample4x4delog_ps2x.fxc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
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 TexSampler : register( s0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
float AlphaConst : register( c0 );
float4 main( PS_INPUT i ) : COLOR
{
float3 s0, s1, s2, s3;
// Sample 4 taps. We use the trick of sampling four taps with bilinear in order
// to average 16 texels.
s0 = tex2D( TexSampler, i.coordTap0);
s1 = tex2D( TexSampler, i.coordTap1);
s2 = tex2D( TexSampler, i.coordTap2);
s3 = tex2D( TexSampler, i.coordTap3);
float avglum=0.25*(s0.x+s1.x+s2.x+s3.x);
float elum=exp(avglum);
return FinalOutput( float4(elum,elum,elum,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}