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31 lines
864 B
31 lines
864 B
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== |
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#define CONVERT_TO_SRGB 0 |
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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 baseTexCoord : TEXCOORD0; // Base texture coordinate |
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches |
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float2 ZeroTexCoord : TEXCOORD1; |
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float2 bloomTexCoord : TEXCOORD2; |
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#endif |
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float4 vColor : TEXCOORD3; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float4 vTextureColor = tex2D( TexSampler, i.baseTexCoord ); |
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vTextureColor.r = SrgbGammaToLinear( vTextureColor.r ); |
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vTextureColor.g = SrgbGammaToLinear( vTextureColor.g ); |
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vTextureColor.b = SrgbGammaToLinear( vTextureColor.b ); |
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float4 result; |
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result.rgb = vTextureColor.rgb * i.vColor.rgb; |
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result.a = i.vColor.a; |
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return result; |
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}
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