Counter Strike : Global Offensive Source Code
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  1. //========== Copyright (c) Valve Corporation, All rights reserved. ==========//
  2. #define HDRTYPE HDR_TYPE_NONE
  3. #include "common_ps_fxc.h"
  4. sampler TexSampler : register( s0 );
  5. struct PS_INPUT
  6. {
  7. float2 coordTap0 : TEXCOORD0;
  8. float2 coordTap1 : TEXCOORD1;
  9. float2 coordTap2 : TEXCOORD2;
  10. float2 coordTap3 : TEXCOORD3;
  11. };
  12. float AlphaConst : register( c0 );
  13. #define LOG_EPSILON 0.000001
  14. float luminance(float3 color)
  15. {
  16. return 0.2125*color.x+0.7154*color.y+0.0721*color.z;
  17. }
  18. float logluminance(float3 color)
  19. {
  20. return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON);
  21. }
  22. float4 main( PS_INPUT i ) : COLOR
  23. {
  24. float3 s0, s1, s2, s3;
  25. // Sample 4 taps. We use the trick of sampling four taps with bilinear in order
  26. // to average 16 texels.
  27. s0 = tex2D( TexSampler, i.coordTap0);
  28. s1 = tex2D( TexSampler, i.coordTap1);
  29. s2 = tex2D( TexSampler, i.coordTap2);
  30. s3 = tex2D( TexSampler, i.coordTap3);
  31. float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3)));
  32. float loglum0=logluminance(s0);
  33. float loglum1=logluminance(s1);
  34. float loglum2=logluminance(s2);
  35. float loglum3=logluminance(s3);
  36. // return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1);
  37. return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
  38. }