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_FLOAT #define HDRENABLED 1 #include "common_ps_fxc.h"
sampler FBSampler : register( s0 ); sampler BloomSampler : register( s1 ); sampler Exposure_Sampler : register( s2 );
const HALF4 settings : register( c0 ); // x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power const HALF4 settings3 : register( c2 ); // x=autoexpose min y=autoexpose_max
struct PS_INPUT { float2 texCoord : TEXCOORD0; float2 ZeroTexCoord : TEXCOORD1; };
float4 main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); float4 bloom=tex2D(BloomSampler,i.texCoord); float4 exposure_data=tex2D(Exposure_Sampler,i.ZeroTexCoord); float avg_lum=exposure_data.r; float tmscale=max(0.18/max(avg_lum,0.0001),settings3.x); tmscale=min(tmscale,settings3.y);
float2 xofs=2*(i.texCoord-float2(0.5,0.5)); float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y); float vig=pow(1-dist,settings2.z);
fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w); fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w);
bloom.xyz=min(bloom.xyz,1.0); float lum=.3*bloom.x+.59*bloom.y+.11*bloom.z; lum=min(1.0,lum);
float4 c_out=(fbSample)+settings.z*pow(lum,settings2.x)*bloom; c_out.xyz*=tmscale; return FinalOutput( c_out, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
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