source-engine/materialsystem/stdshaders/sky_hdr_compressed_ps2x.fxc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
#include "common_ps_fxc.h"
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
sampler ExposureTextureSampler0 : register( s0 );
sampler ExposureTextureSampler1 : register( s1 );
sampler ExposureTextureSampler2 : register( s2 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
HALF3 color0 = 0.25*tex2D( ExposureTextureSampler0, i.baseTexCoord );
HALF3 color1 = 2.0*tex2D( ExposureTextureSampler1, i.baseTexCoord );
HALF3 color2 = 16.0*tex2D( ExposureTextureSampler2, i.baseTexCoord );
// This is never fogged.
// return FinalOutput( float4( max(max(color0,color1),color2), 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
return FinalOutput( float4(1,0,0,1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
}