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51 lines
1.4 KiB
51 lines
1.4 KiB
// 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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float AlphaConst : register( c0 ); |
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#define LOG_EPSILON 0.000001 |
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float luminance(float3 color) : FLOAT |
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{ |
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return 0.2125*color.x+0.7154*color.y+0.0721*color.z; |
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} |
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float logluminance(float3 color) : FLOAT |
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{ |
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return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON); |
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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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float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3))); |
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float loglum0=logluminance(s0); |
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float loglum1=logluminance(s1); |
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float loglum2=logluminance(s2); |
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float loglum3=logluminance(s3); |
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// return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1); |
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return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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} |
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