mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
// 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"
|
|
|
|
// This pixel shader compares the luminance against a constant value and retruns all 1's when greater
|
|
|
|
sampler TexSampler : register( s0 );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 uv0 : TEXCOORD0;
|
|
|
|
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
|
|
float2 ZeroTexCoord : TEXCOORD1;
|
|
float2 bloomTexCoord : TEXCOORD2;
|
|
#endif
|
|
};
|
|
|
|
float3 g_vComparisonMinMaxScale : register( c0 );
|
|
#define g_flComparisonMin g_vComparisonMinMaxScale.x
|
|
#define g_flComparisonMax g_vComparisonMinMaxScale.y
|
|
#define g_flComparisonScale g_vComparisonMinMaxScale.z
|
|
|
|
struct PS_OUTPUT
|
|
{
|
|
float4 color : COLOR0;
|
|
float depth : DEPTH;
|
|
};
|
|
|
|
PS_OUTPUT main( PS_INPUT i )
|
|
{
|
|
float3 color = tex2D( TexSampler, i.uv0 ) * g_flComparisonScale;
|
|
|
|
// Formula for calculating luminance based on NTSC standard
|
|
float3 tmpv = { 0.2125f, 0.7154f, 0.0721f };
|
|
float flLuminance = dot( color.rgb, tmpv.rgb );
|
|
|
|
// Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations)
|
|
//float3 tmpv = { 0.3086f, 0.6094f, 0.0820f };
|
|
//float flLuminance = dot( color.rgb, tmpv.rgb );
|
|
|
|
// Simple average
|
|
//float flLuminance = ( color.r + color.g + color.b ) * 0.33333f;
|
|
|
|
PS_OUTPUT o;
|
|
o.color.rgba = step( g_flComparisonMin, flLuminance ) * step( flLuminance, g_flComparisonMax );
|
|
o.depth = 0.0f;
|
|
return o;
|
|
}
|