//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler FBSampler : register( s0 ); sampler BlurSampler : register( s1 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); float4 blurSample = tex2D( BlurSampler, i.texCoord ); return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }