//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler InputSampler : register( s0 ); sampler FilmGrain : register( s1 ); const float4 vNoiseScale : register( c0 ); struct PS_INPUT { float2 inputImageCoords : TEXCOORD0; // Input image having grain added float2 filmGrainCoords : TEXCOORD1; // Tiling film grain texture }; float4_color_return_type main( PS_INPUT i ) : COLOR { float3 hsl = RGBtoHSL( tex2D( InputSampler, i.inputImageCoords ) ).rgb; float3 hslNoise = tex2D( FilmGrain, i.filmGrainCoords ).rgb * 2.0f - 1.0f; hsl.rgb += hslNoise.rgb * vNoiseScale.rgb * float3( 0.5f, 1.0f, 1.0f ); return FinalOutput( float4 ( hsl.rgb, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }