// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #define HDRTYPE HDR_TYPE_FLOAT #define HDRENABLED 1 #include "common_ps_fxc.h" sampler FBSampler : register( s0 ); sampler BloomSampler : register( s1 ); const HALF4 settings : register( c0 ); // x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power struct PS_INPUT { float2 texCoord : TEXCOORD0; float2 ZeroTexCoord : TEXCOORD1; float2 bloomTexCoord : TEXCOORD2; }; float4 main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); float4 bloom=tex2D(BloomSampler,i.bloomTexCoord); float2 xofs=2*(i.texCoord-float2(0.5,0.5)); float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y); float vig=pow(1-dist,settings2.z); fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w); fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w); float3 woodcut; if (bloom.x