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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/luminance_compare_ps2x.fxc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/luminance_compare_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/luminance_compare_ps2x.fxc | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/luminance_compare_ps2x.fxc b/materialsystem/stdshaders/luminance_compare_ps2x.fxc new file mode 100644 index 0000000..20b3bc6 --- /dev/null +++ b/materialsystem/stdshaders/luminance_compare_ps2x.fxc @@ -0,0 +1,51 @@ +// 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" + +// This pixel shader compares the luminance against a constant value and retruns all 1's when greater + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + float2 uv0 : TEXCOORD0; + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; +#endif +}; + +float3 g_vComparisonMinMaxScale : register( c0 ); +#define g_flComparisonMin g_vComparisonMinMaxScale.x +#define g_flComparisonMax g_vComparisonMinMaxScale.y +#define g_flComparisonScale g_vComparisonMinMaxScale.z + +struct PS_OUTPUT +{ + float4 color : COLOR0; + float depth : DEPTH; +}; + +PS_OUTPUT main( PS_INPUT i ) +{ + float3 color = tex2D( TexSampler, i.uv0 ) * g_flComparisonScale; + + // Formula for calculating luminance based on NTSC standard + float3 tmpv = { 0.2125f, 0.7154f, 0.0721f }; + float flLuminance = dot( color.rgb, tmpv.rgb ); + + // Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations) + //float3 tmpv = { 0.3086f, 0.6094f, 0.0820f }; + //float flLuminance = dot( color.rgb, tmpv.rgb ); + + // Simple average + //float flLuminance = ( color.r + color.g + color.b ) * 0.33333f; + + PS_OUTPUT o; + o.color.rgba = step( g_flComparisonMin, flLuminance ) * step( flLuminance, g_flComparisonMax ); + o.depth = 0.0f; + return o; +} |