mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
32 lines
864 B
Plaintext
32 lines
864 B
Plaintext
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
|
|
#define CONVERT_TO_SRGB 0
|
|
#include "common_ps_fxc.h"
|
|
|
|
sampler TexSampler : register( s0 );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
|
|
|
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
|
|
float2 ZeroTexCoord : TEXCOORD1;
|
|
float2 bloomTexCoord : TEXCOORD2;
|
|
#endif
|
|
|
|
float4 vColor : TEXCOORD3;
|
|
};
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 vTextureColor = tex2D( TexSampler, i.baseTexCoord );
|
|
vTextureColor.r = SrgbGammaToLinear( vTextureColor.r );
|
|
vTextureColor.g = SrgbGammaToLinear( vTextureColor.g );
|
|
vTextureColor.b = SrgbGammaToLinear( vTextureColor.b );
|
|
|
|
float4 result;
|
|
result.rgb = vTextureColor.rgb * i.vColor.rgb;
|
|
result.a = i.vColor.a;
|
|
|
|
return result;
|
|
}
|