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-rw-r--r--materialsystem/stdshaders/sample4x4delog_ps2x.fxc35
1 files changed, 35 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sample4x4delog_ps2x.fxc b/materialsystem/stdshaders/sample4x4delog_ps2x.fxc
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+++ 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 );
+}
+