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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/sample4x4delog_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/sample4x4delog_ps2x.fxc')
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diff --git a/materialsystem/stdshaders/sample4x4delog_ps2x.fxc b/materialsystem/stdshaders/sample4x4delog_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_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 );
+}
+