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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 InputSampler : register( s0 );
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sampler FilmGrain : register( s1 );
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const float4 vNoiseScale : register( c0 );
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struct PS_INPUT
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{
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float2 inputImageCoords : TEXCOORD0; // Input image having grain added
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float2 filmGrainCoords : TEXCOORD1; // Tiling film grain texture
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 hsl = RGBtoHSL( tex2D( InputSampler, i.inputImageCoords ) );
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float3 hslNoise = tex2D( FilmGrain, i.filmGrainCoords ) * 2.0f - 1.0f;
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hsl += hslNoise * vNoiseScale * float3( 0.5f, 1.0f, 1.0f );
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return FinalOutput( float4 ( hsl, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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