Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE #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; }
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