Team Fortress 2 Source Code as on 22/4/2020
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  1. // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
  2. // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
  3. #define HDRTYPE HDR_TYPE_NONE
  4. #include "common_ps_fxc.h"
  5. sampler TexSampler : register( s0 );
  6. struct PS_INPUT
  7. {
  8. float2 coordTap0 : TEXCOORD0;
  9. float2 coordTap1 : TEXCOORD1;
  10. float2 coordTap2 : TEXCOORD2;
  11. float2 coordTap3 : TEXCOORD3;
  12. };
  13. float4 main( PS_INPUT i ) : COLOR
  14. {
  15. float3 s0, s1, s2, s3;
  16. // Sample 4 taps. We use the trick of sampling four taps with bilinear in order
  17. // to average 16 texels.
  18. s0 = tex2D( TexSampler, i.coordTap0);
  19. s1 = tex2D( TexSampler, i.coordTap1);
  20. s2 = tex2D( TexSampler, i.coordTap2);
  21. s3 = tex2D( TexSampler, i.coordTap3);
  22. return FinalOutput( float4(exp(0.25*(s0+s1+s2+s3)),0.01), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
  23. }