// 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 TexSampler0 : register( s0 ); sampler TexSampler1 : register( s1 ); sampler TexSampler2 : register( s2 ); sampler TexSampler3 : register( s3 ); sampler TexSampler4 : register( s4 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; const float4 weights : register( c0 ); float4 main( PS_INPUT i ) : COLOR { // Just sample the four input textures float4 sample0 = tex2D( TexSampler0, i.texCoord ); float4 sample1 = tex2D( TexSampler1, i.texCoord ); float4 sample2 = tex2D( TexSampler2, i.texCoord ); float4 sample3 = tex2D( TexSampler3, i.texCoord ); float4 sample4 = tex2D( TexSampler4, i.texCoord ); // Compute weighted average and return return FinalOutput( weights.x * sample0 + weights.x * sample1 + weights.x * sample2 + weights.x * sample3 + weights.y * sample4, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }