//========== 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; }; struct MYHDR_PS_OUTPUT { float4 color[2] : COLOR0; }; MYHDR_PS_OUTPUT main( PS_INPUT i ) : COLOR { float3 lowColor = GammaToLinear( tex2D( LowSampler, i.texCoord ) ); float3 hiColor = GammaToLinear( tex2D( HiSampler, i.texCoord ) ); float4 lowOut; lowOut.a = 1.0f; float4 hiOut; hiOut.a = 1.0f; float3 hdrColor = max( lowColor, hiColor * MAX_HDR_OVERBRIGHT ); float fMax = max( hdrColor.b, max( hdrColor.r, hdrColor.g ) ); float blendFactor = saturate( ( fMax - 0.9f ) * 10.0f ); blendFactor = 1.0f; lowOut.rgb = LinearToGamma( lowColor * ( 1.0f - blendFactor ) ); hiOut.rgb = LinearToGamma( hiColor * ( blendFactor ) ); MYHDR_PS_OUTPUT output; output.color[0] = lowOut; output.color[1] = hiOut; return output; }