diff options
Diffstat (limited to 'materialsystem/stdshaders/sample4x4_blend_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/sample4x4_blend_ps2x.fxc | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sample4x4_blend_ps2x.fxc b/materialsystem/stdshaders/sample4x4_blend_ps2x.fxc new file mode 100644 index 0000000..7ec0f2c --- /dev/null +++ b/materialsystem/stdshaders/sample4x4_blend_ps2x.fxc @@ -0,0 +1,30 @@ +// 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; +}; + +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); + return FinalOutput( float4(exp(0.25*(s0+s1+s2+s3)),0.01), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} + |