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 );
struct PS_INPUT { float2 texCoord : TEXCOORD0; };
#define MAX_LUM 5 #define MIN_LUM .1
float4 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 (lum<MIN_LUM) { } else if (lum>MAX_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 ); }
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