source-engine/materialsystem/stdshaders/Downsample_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 TexSampler : register( s0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
float4 main( PS_INPUT i ) : COLOR
{
float3 s0, s1, s2, s3;
// Sample 4 taps
s0 = tex2D( TexSampler, i.coordTap0);
s1 = tex2D( TexSampler, i.coordTap1);
s2 = tex2D( TexSampler, i.coordTap2);
s3 = tex2D( TexSampler, i.coordTap3);
float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
return FinalOutput( float4( avgColor, 1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}