Team Fortress 2 Source Code as on 22/4/2020
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51 lines
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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. #define LOG_EPSILON 0.000001
  15. float luminance(float3 color) : FLOAT
  16. {
  17. return 0.2125*color.x+0.7154*color.y+0.0721*color.z;
  18. }
  19. float logluminance(float3 color) : FLOAT
  20. {
  21. return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON);
  22. }
  23. float4 main( PS_INPUT i ) : COLOR
  24. {
  25. float3 s0, s1, s2, s3;
  26. // Sample 4 taps. We use the trick of sampling four taps with bilinear in order
  27. // to average 16 texels.
  28. s0 = tex2D( TexSampler, i.coordTap0);
  29. s1 = tex2D( TexSampler, i.coordTap1);
  30. s2 = tex2D( TexSampler, i.coordTap2);
  31. s3 = tex2D( TexSampler, i.coordTap3);
  32. float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3)));
  33. float loglum0=logluminance(s0);
  34. float loglum1=logluminance(s1);
  35. float loglum2=logluminance(s2);
  36. float loglum3=logluminance(s3);
  37. // return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1);
  38. return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
  39. }