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52 lines
1.5 KiB
52 lines
1.5 KiB
5 years ago
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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// This pixel shader compares the luminance against a constant value and retruns all 1's when greater
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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float2 uv0 : TEXCOORD0;
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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#endif
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};
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float3 g_vComparisonMinMaxScale : register( c0 );
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#define g_flComparisonMin g_vComparisonMinMaxScale.x
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#define g_flComparisonMax g_vComparisonMinMaxScale.y
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#define g_flComparisonScale g_vComparisonMinMaxScale.z
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struct PS_OUTPUT
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{
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float4 color : COLOR0;
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float depth : DEPTH;
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};
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PS_OUTPUT main( PS_INPUT i )
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{
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float3 color = tex2D( TexSampler, i.uv0 ) * g_flComparisonScale;
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// Formula for calculating luminance based on NTSC standard
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float3 tmpv = { 0.2125f, 0.7154f, 0.0721f };
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float flLuminance = dot( color.rgb, tmpv.rgb );
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// Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations)
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//float3 tmpv = { 0.3086f, 0.6094f, 0.0820f };
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//float flLuminance = dot( color.rgb, tmpv.rgb );
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// Simple average
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//float flLuminance = ( color.r + color.g + color.b ) * 0.33333f;
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PS_OUTPUT o;
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o.color.rgba = step( g_flComparisonMin, flLuminance ) * step( flLuminance, g_flComparisonMax );
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o.depth = 0.0f;
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return o;
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}
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