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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz
source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip
Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc29
1 files changed, 29 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc b/sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc
new file mode 100644
index 00000000..8e54d21f
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+++ b/sp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc
@@ -0,0 +1,29 @@
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+#include "common_ps_fxc.h"
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+sampler ExposureTextureSampler0 : register( s0 );
+sampler ExposureTextureSampler1 : register( s1 );
+sampler ExposureTextureSampler2 : register( s2 );
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ HALF3 color0 = 0.25*tex2D( ExposureTextureSampler0, i.baseTexCoord );
+ HALF3 color1 = 2.0*tex2D( ExposureTextureSampler1, i.baseTexCoord );
+ HALF3 color2 = 16.0*tex2D( ExposureTextureSampler2, i.baseTexCoord );
+
+ // This is never fogged.
+// return FinalOutput( float4( max(max(color0,color1),color2), 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
+ return FinalOutput( float4(1,0,0,1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
+}