//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler FBSampler : register( s0 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; #define MAX_LUM 5 #define MIN_LUM .1 float4_color_return_type main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); float lum=0.33*(fbSample.x+fbSample.y+fbSample.z); // derive a luminance-based scale factor for tone mapping float factor=1.0; if (lumMAX_LUM) { } // linear scale for tone mapping // fbSample *= lum * LINEAR_LIGHT_SCALE; // assume that sRGB write is enabled. return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }