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. float AlphaConst : register( c0 );
  14. float4 main( PS_INPUT i ) : COLOR
  15. {
  16. float3 s0, s1, s2, s3;
  17. // Sample 4 taps. We use the trick of sampling four taps with bilinear in order
  18. // to average 16 texels.
  19. s0 = tex2D( TexSampler, i.coordTap0);
  20. s1 = tex2D( TexSampler, i.coordTap1);
  21. s2 = tex2D( TexSampler, i.coordTap2);
  22. s3 = tex2D( TexSampler, i.coordTap3);
  23. float avglum=0.25*(s0.x+s1.x+s2.x+s3.x);
  24. float elum=exp(avglum);
  25. return FinalOutput( float4(elum,elum,elum,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
  26. }