source-engine/materialsystem/stdshaders/haloadd1d_ps2x.fxc
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2020-04-22 12:56:21 -04:00

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