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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler TexSampler0 : register( s0 );
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sampler TexSampler1 : register( s1 );
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sampler TexSampler2 : register( s2 );
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sampler TexSampler3 : register( s3 );
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sampler TexSampler4 : register( s4 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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const float4 weights : register( c0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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// Just sample the four input textures
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float4 sample0 = tex2D( TexSampler0, i.texCoord );
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float4 sample1 = tex2D( TexSampler1, i.texCoord );
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float4 sample2 = tex2D( TexSampler2, i.texCoord );
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float4 sample3 = tex2D( TexSampler3, i.texCoord );
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float4 sample4 = tex2D( TexSampler4, i.texCoord );
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// Compute weighted average and return
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return FinalOutput( weights.x * sample0 +
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weights.x * sample1 +
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weights.x * sample2 +
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weights.x * sample3 +
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weights.y * sample4, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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