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31 lines
782 B
31 lines
782 B
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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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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float2 coordTap0 : TEXCOORD0;
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float2 coordTap1 : TEXCOORD1;
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float2 coordTap2 : TEXCOORD2;
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float2 coordTap3 : TEXCOORD3;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 s0, s1, s2, s3;
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// Sample 4 taps
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s0 = tex2D( TexSampler, i.coordTap0);
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s1 = tex2D( TexSampler, i.coordTap1);
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s2 = tex2D( TexSampler, i.coordTap2);
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s3 = tex2D( TexSampler, i.coordTap3);
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float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
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return FinalOutput( float4( avgColor, 1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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