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45 lines
1.0 KiB
45 lines
1.0 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 LowSampler : register( s0 ); |
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sampler HiSampler : register( s1 ); |
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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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struct MYHDR_PS_OUTPUT |
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{ |
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float4 color[2] : COLOR0; |
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}; |
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MYHDR_PS_OUTPUT main( PS_INPUT i ) : COLOR |
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{ |
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float3 lowColor = GammaToLinear( tex2D( LowSampler, i.texCoord ) ); |
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float3 hiColor = GammaToLinear( tex2D( HiSampler, i.texCoord ) ); |
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float4 lowOut; |
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lowOut.a = 1.0f; |
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float4 hiOut; |
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hiOut.a = 1.0f; |
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float3 hdrColor = max( lowColor, hiColor * MAX_HDR_OVERBRIGHT ); |
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float fMax = max( hdrColor.b, max( hdrColor.r, hdrColor.g ) ); |
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float blendFactor = saturate( ( fMax - 0.9f ) * 10.0f ); |
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blendFactor = 1.0f; |
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lowOut.rgb = LinearToGamma( lowColor * ( 1.0f - blendFactor ) ); |
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hiOut.rgb = LinearToGamma( hiColor * ( blendFactor ) ); |
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MYHDR_PS_OUTPUT output; |
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output.color[0] = lowOut; |
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output.color[1] = hiOut; |
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return output; |
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} |
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