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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/floattoscreen_notonemap_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/floattoscreen_notonemap_ps2x.fxc')
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diff --git a/materialsystem/stdshaders/floattoscreen_notonemap_ps2x.fxc b/materialsystem/stdshaders/floattoscreen_notonemap_ps2x.fxc
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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_FLOAT
+#define HDRENABLED 1
+#include "common_ps_fxc.h"
+
+sampler FBSampler : register( s0 );
+
+struct PS_INPUT
+{
+ float2 texCoord : TEXCOORD0;
+};
+
+#define MAX_LUM 5
+#define MIN_LUM .1
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 fbSample = tex2D( FBSampler, i.texCoord );
+
+ float lum=0.33*(fbSample.x+fbSample.y+fbSample.z);
+ // derive a luminance-based scale factor for tone mapping
+ float factor=1.0;
+ if (lum<MIN_LUM)
+ {
+ }
+ else if (lum>MAX_LUM)
+ {
+ }
+
+
+ // linear scale for tone mapping
+// fbSample *= lum * LINEAR_LIGHT_SCALE;
+
+ // assume that sRGB write is enabled.
+ return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}