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39 lines
827 B
39 lines
827 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_FLOAT
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#define HDRENABLED 1
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#include "common_ps_fxc.h"
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sampler FBSampler : register( s0 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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#define MAX_LUM 5
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#define MIN_LUM .1
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 fbSample = tex2D( FBSampler, i.texCoord );
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float lum=0.33*(fbSample.x+fbSample.y+fbSample.z);
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// derive a luminance-based scale factor for tone mapping
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float factor=1.0;
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if (lum<MIN_LUM)
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{
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}
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else if (lum>MAX_LUM)
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{
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}
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// linear scale for tone mapping
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// fbSample *= lum * LINEAR_LIGHT_SCALE;
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// assume that sRGB write is enabled.
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return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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