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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/Downsample_nohdr_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/Downsample_nohdr_ps2x.fxc')
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diff --git a/materialsystem/stdshaders/Downsample_nohdr_ps2x.fxc b/materialsystem/stdshaders/Downsample_nohdr_ps2x.fxc
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+// STATIC: "SRGB_ADAPTER" "0..1" [ps20b] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "CSTRIKE" "0..1"
+
+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+sampler TexSampler : register( s0 );
+float4 params : register( c0 );
+
+struct PS_INPUT
+{
+ float2 coordTap0 : TEXCOORD0;
+ float2 coordTap1 : TEXCOORD1;
+ float2 coordTap2 : TEXCOORD2;
+ float2 coordTap3 : TEXCOORD3;
+};
+
+#if ( CSTRIKE == 0 )
+ //---------------------------------------//
+ // Everything but Counter-Strike: Source //
+ //---------------------------------------//
+ float4 Shape( float2 uv )
+ {
+ float4 pixel = tex2D( TexSampler, uv );
+
+ #if ( SRGB_ADAPTER == 1 )
+ {
+ pixel.rgb = LinearToGamma( pixel.rgb );
+ }
+ #endif
+
+ float lum = dot( pixel.xyz, params.xyz );
+ pixel.xyz = pow( pixel.xyz, params.w ) * lum;
+
+ #if ( SRGB_ADAPTER == 1 )
+ {
+ pixel.rgb = GammaToLinear( pixel.rgb );
+ }
+ #endif
+
+ return pixel;
+ }
+
+ float4 main( PS_INPUT i ) : COLOR
+ {
+ float4 s0, s1, s2, s3;
+
+ // Sample 4 taps
+ s0 = Shape( i.coordTap0 );
+ s1 = Shape( i.coordTap1 );
+ s2 = Shape( i.coordTap2 );
+ s3 = Shape( i.coordTap3 );
+
+ float4 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
+ return FinalOutput( avgColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+ }
+#else
+ //------------------------//
+ // Counter-Strike: Source //
+ //------------------------//
+ float3 Shape( float3 s )
+ {
+ float lum = ( 0.3f * s.x ) + ( 0.59f * s.y ) + ( 0.11f * s.z );
+ return lum * s;
+ }
+
+ float4 main( PS_INPUT i ) : COLOR
+ {
+ float3 s0, s1, s2, s3;
+
+ // Sample 4 taps
+ s0 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap0 ) ) );
+ s1 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap1 ) ) );
+ s2 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap2 ) ) );
+ s3 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap3 ) ) );
+
+ float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
+ return float4( avgColor, 1.0f );
+ }
+#endif