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 TexSampler : register( s0 );
struct PS_INPUT { float2 coordTap0 : TEXCOORD0; float2 coordTap1 : TEXCOORD1; float2 coordTap2 : TEXCOORD2; float2 coordTap3 : TEXCOORD3; };
float AlphaConst : register( c0 );
float4 main( PS_INPUT i ) : COLOR { float3 s0, s1, s2, s3;
// Sample 4 taps. We use the trick of sampling four taps with bilinear in order // to average 16 texels. s0 = tex2D( TexSampler, i.coordTap0); s1 = tex2D( TexSampler, i.coordTap1); s2 = tex2D( TexSampler, i.coordTap2); s3 = tex2D( TexSampler, i.coordTap3); float avglum=0.25*(s0.x+s1.x+s2.x+s3.x); float elum=exp(avglum); return FinalOutput( float4(elum,elum,elum,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
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