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36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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sampler TexRed : register( s1 );
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sampler TexGreen : register( s2 );
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sampler TexBlue : register( s3 );
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float g_flDimValue : register( c0 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result = tex2D( TexSampler, i.baseTexCoord );
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// Scale by dim value before computing luminance below
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result.rgb *= saturate( g_flDimValue );
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// Fetch into 1D textures based on the intensity of each color channel and sum
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float4 vRed = tex2D( TexRed, pow( result.r, 0.45 ) );
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float4 vGreen = tex2D( TexGreen, pow( result.g, 0.45 ) );
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float4 vBlue = tex2D( TexBlue, pow( result.b, 0.45 ) );
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result.rgb = vRed.rgb + vGreen.rgb + vBlue.rgb;
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// Store max color component in alpha for alpha blend of one/invSrcAlpha
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float flLuminance = max( result.r, max( result.g, result.b ) );
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result.a = flLuminance;
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return result.rgba;
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}
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