//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler LowSampler : register( s0 ); sampler HiSampler : register( s1 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR { float4 lowColor = tex2D( LowSampler, i.texCoord ); float3 hiColor = tex2D( HiSampler, i.texCoord ); lowColor.rgb = GammaToLinear( lowColor.rgb ); hiColor.rgb = GammaToLinear( hiColor.rgb ); float4 result = float4( ( 1.0f / MAX_HDR_OVERBRIGHT ) * max( lowColor.xyz, hiColor.xyz * MAX_HDR_OVERBRIGHT ), lowColor.a ); return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }