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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/sample4x4log_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/sample4x4log_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/sample4x4log_ps2x.fxc | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sample4x4log_ps2x.fxc b/materialsystem/stdshaders/sample4x4log_ps2x.fxc new file mode 100644 index 0000000..801e0f6 --- /dev/null +++ b/materialsystem/stdshaders/sample4x4log_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" + + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + float2 coordTap0 : TEXCOORD0; + float2 coordTap1 : TEXCOORD1; + float2 coordTap2 : TEXCOORD2; + float2 coordTap3 : TEXCOORD3; +}; + +float AlphaConst : register( c0 ); + +#define LOG_EPSILON 0.000001 + +float luminance(float3 color) : FLOAT +{ + return 0.2125*color.x+0.7154*color.y+0.0721*color.z; +} + +float logluminance(float3 color) : FLOAT +{ + return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON); +} + +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 maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3))); + float loglum0=logluminance(s0); + float loglum1=logluminance(s1); + float loglum2=logluminance(s2); + float loglum3=logluminance(s3); + +// return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1); + return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} + |