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Diffstat (limited to 'materialsystem/stdshaders/AccumBuff4Sample_ps2x.fxc')
-rw-r--r--materialsystem/stdshaders/AccumBuff4Sample_ps2x.fxc32
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diff --git a/materialsystem/stdshaders/AccumBuff4Sample_ps2x.fxc b/materialsystem/stdshaders/AccumBuff4Sample_ps2x.fxc
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+++ b/materialsystem/stdshaders/AccumBuff4Sample_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 TexSampler0 : register( s0 );
+sampler TexSampler1 : register( s1 );
+sampler TexSampler2 : register( s2 );
+sampler TexSampler3 : register( s3 );
+
+struct PS_INPUT
+{
+ float2 texCoord : TEXCOORD0;
+};
+
+const float4 weights : register( c0 );
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ // Just sample the four input textures
+ float4 sample0 = tex2D( TexSampler0, i.texCoord );
+ float4 sample1 = tex2D( TexSampler1, i.texCoord );
+ float4 sample2 = tex2D( TexSampler2, i.texCoord );
+ float4 sample3 = tex2D( TexSampler3, i.texCoord );
+
+ // Compute weighted average and return
+ return FinalOutput( weights.x * sample0 +
+ weights.y * sample1 +
+ weights.z * sample2 +
+ weights.w * sample3, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}