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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_FLOAT
#define HDRENABLED 1
#include "common_ps_fxc.h"
sampler FBSampler : register( s0 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
#define MAX_LUM 5
#define MIN_LUM .1
float4 main( PS_INPUT i ) : COLOR
{
float4 fbSample = tex2D( FBSampler, i.texCoord );
float lum=0.33*(fbSample.x+fbSample.y+fbSample.z);
// derive a luminance-based scale factor for tone mapping
float factor=1.0;
if (lum<MIN_LUM)
{
}
else if (lum>MAX_LUM)
{
}
// linear scale for tone mapping
// fbSample *= lum * LINEAR_LIGHT_SCALE;
// assume that sRGB write is enabled.
return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
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