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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 TexSampler : register( s0 );
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struct PS_INPUT
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{
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float2 coordTap0 : TEXCOORD0;
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float2 coordTap1 : TEXCOORD1;
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float2 coordTap2 : TEXCOORD2;
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float2 coordTap3 : TEXCOORD3;
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};
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float AlphaConst : register( c0 );
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#define LOG_EPSILON 0.000001
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float luminance(float3 color) : FLOAT
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{
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return 0.2125*color.x+0.7154*color.y+0.0721*color.z;
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}
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float logluminance(float3 color) : FLOAT
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{
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return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON);
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 s0, s1, s2, s3;
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// Sample 4 taps. We use the trick of sampling four taps with bilinear in order
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// to average 16 texels.
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s0 = tex2D( TexSampler, i.coordTap0);
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s1 = tex2D( TexSampler, i.coordTap1);
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s2 = tex2D( TexSampler, i.coordTap2);
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s3 = tex2D( TexSampler, i.coordTap3);
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float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3)));
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float loglum0=logluminance(s0);
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float loglum1=logluminance(s1);
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float loglum2=logluminance(s2);
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float loglum3=logluminance(s3);
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// return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1);
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return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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