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83 lines
2.0 KiB
83 lines
2.0 KiB
5 years ago
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// STATIC: "SRGB_ADAPTER" "0..1" [ps20b] [PC]
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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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// STATIC: "CSTRIKE" "0..1"
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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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float4 params : register( c0 );
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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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#if ( CSTRIKE == 0 )
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//---------------------------------------//
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// Everything but Counter-Strike: Source //
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//---------------------------------------//
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float4 Shape( float2 uv )
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{
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float4 pixel = tex2D( TexSampler, uv );
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#if ( SRGB_ADAPTER == 1 )
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{
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pixel.rgb = LinearToGamma( pixel.rgb );
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}
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#endif
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float lum = dot( pixel.xyz, params.xyz );
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pixel.xyz = pow( pixel.xyz, params.w ) * lum;
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#if ( SRGB_ADAPTER == 1 )
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{
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pixel.rgb = GammaToLinear( pixel.rgb );
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}
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#endif
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return pixel;
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 s0, s1, s2, s3;
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// Sample 4 taps
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s0 = Shape( i.coordTap0 );
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s1 = Shape( i.coordTap1 );
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s2 = Shape( i.coordTap2 );
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s3 = Shape( i.coordTap3 );
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float4 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
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return FinalOutput( avgColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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#else
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//------------------------//
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// Counter-Strike: Source //
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//------------------------//
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float3 Shape( float3 s )
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{
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float lum = ( 0.3f * s.x ) + ( 0.59f * s.y ) + ( 0.11f * s.z );
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return lum * s;
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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 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap0 ) ) );
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s1 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap1 ) ) );
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s2 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap2 ) ) );
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s3 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap3 ) ) );
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float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
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return float4( avgColor, 1.0f );
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}
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#endif
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