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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"
+
+// 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;
+}