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32 lines
864 B
Plaintext
32 lines
864 B
Plaintext
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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#define CONVERT_TO_SRGB 0
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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 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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#endif
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float4 vColor : TEXCOORD3;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 vTextureColor = tex2D( TexSampler, i.baseTexCoord );
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vTextureColor.r = SrgbGammaToLinear( vTextureColor.r );
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vTextureColor.g = SrgbGammaToLinear( vTextureColor.g );
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vTextureColor.b = SrgbGammaToLinear( vTextureColor.b );
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float4 result;
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result.rgb = vTextureColor.rgb * i.vColor.rgb;
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result.a = i.vColor.a;
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return result;
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}
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