diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc b/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc new file mode 100644 index 00000000..8e54d21f --- /dev/null +++ b/mp/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 +} |