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30 lines
836 B
30 lines
836 B
// 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. We use the trick of sampling four taps with bilinear in order |
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// to average 16 texels. |
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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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return FinalOutput( float4(exp(0.25*(s0+s1+s2+s3)),0.01), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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} |
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