Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "PS3REGCOUNT12" "0..0"
#define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h"
// This pixel shader compares the luminance against a constant value and retruns all 1's when greater
sampler TexSampler : register( s0 );
struct PS_INPUT { float2 uv0 : TEXCOORD0; };
float3 g_vComparisonMinMaxScale : register( c0 ); #define g_flComparisonMin g_vComparisonMinMaxScale.x #define g_flComparisonMax g_vComparisonMinMaxScale.y
struct PS_OUTPUT { float4 color : COLOR0; #ifndef _X360 float depth : DEPTH; // Workaround for ATI driver bug #endif };
PS_OUTPUT main( PS_INPUT i ) { float3 color = tex2D( TexSampler, i.uv0 ).xyz;
// Formula for calculating luminance based on NTSC standard float3 tmpv = { 0.2125f, 0.7154f, 0.0721f }; float flLuminance = dot( color.rgb, tmpv.rgb );
// Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations) //float3 tmpv = { 0.3086f, 0.6094f, 0.0820f }; //float flLuminance = dot( color.rgb, tmpv.rgb );
// Simple average //float flLuminance = ( color.r + color.g + color.b ) * 0.33333f;
PS_OUTPUT o; o.color.a = step( g_flComparisonMin, flLuminance ) * step( flLuminance, g_flComparisonMax ); o.color.rgb = 1.0f; #ifndef _X360 { o.depth = 0.0f; // Workaround for ATI driver bug } #endif
return o; }
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