// STATIC: "SRGB_ADAPTER" "0..1" [ps20b] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "CSTRIKE" "0..1" #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" sampler TexSampler : register( s0 ); float4 params : register( c0 ); struct PS_INPUT { float2 coordTap0 : TEXCOORD0; float2 coordTap1 : TEXCOORD1; float2 coordTap2 : TEXCOORD2; float2 coordTap3 : TEXCOORD3; }; #if ( CSTRIKE == 0 ) //---------------------------------------// // Everything but Counter-Strike: Source // //---------------------------------------// float4 Shape( float2 uv ) { float4 pixel = tex2D( TexSampler, uv ); #if ( SRGB_ADAPTER == 1 ) { pixel.rgb = LinearToGamma( pixel.rgb ); } #endif float lum = dot( pixel.xyz, params.xyz ); pixel.xyz = pow( pixel.xyz, params.w ) * lum; #if ( SRGB_ADAPTER == 1 ) { pixel.rgb = GammaToLinear( pixel.rgb ); } #endif return pixel; } float4 main( PS_INPUT i ) : COLOR { float4 s0, s1, s2, s3; // Sample 4 taps s0 = Shape( i.coordTap0 ); s1 = Shape( i.coordTap1 ); s2 = Shape( i.coordTap2 ); s3 = Shape( i.coordTap3 ); float4 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f; return FinalOutput( avgColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); } #else //------------------------// // Counter-Strike: Source // //------------------------// float3 Shape( float3 s ) { float lum = ( 0.3f * s.x ) + ( 0.59f * s.y ) + ( 0.11f * s.z ); return lum * s; } float4 main( PS_INPUT i ) : COLOR { float3 s0, s1, s2, s3; // Sample 4 taps s0 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap0 ) ) ); s1 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap1 ) ) ); s2 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap2 ) ) ); s3 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap3 ) ) ); float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f; return float4( avgColor, 1.0f ); } #endif