source-engine/materialsystem/stdshaders/HDRSelectRange_ps2x.fxc
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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]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler LowSampler : register( s0 );
sampler HiSampler : register( s1 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
struct MYHDR_PS_OUTPUT
{
float4 color[2] : COLOR0;
};
MYHDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
{
float3 lowColor = GammaToLinear( tex2D( LowSampler, i.texCoord ) );
float3 hiColor = GammaToLinear( tex2D( HiSampler, i.texCoord ) );
float4 lowOut;
lowOut.a = 1.0f;
float4 hiOut;
hiOut.a = 1.0f;
float3 hdrColor = max( lowColor, hiColor * MAX_HDR_OVERBRIGHT );
float fMax = max( hdrColor.b, max( hdrColor.r, hdrColor.g ) );
float blendFactor = saturate( ( fMax - 0.9f ) * 10.0f );
blendFactor = 1.0f;
lowOut.rgb = LinearToGamma( lowColor * ( 1.0f - blendFactor ) );
hiOut.rgb = LinearToGamma( hiColor * ( blendFactor ) );
MYHDR_PS_OUTPUT output;
output.color[0] = lowOut;
output.color[1] = hiOut;
return output;
}