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path: root/mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc
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Diffstat (limited to 'mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc29
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
+}