source-engine/materialsystem/stdshaders/Bloom_ps2x.fxc

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2020-04-22 16:56:21 +00:00
// 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 FBSampler : register( s0 );
sampler BlurSampler : register( s1 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 fbSample = tex2D( FBSampler, i.texCoord );
float4 blurSample = tex2D( BlurSampler, i.texCoord );
return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}