//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== #include "common_ps_fxc.h" sampler TexSampler : register( s0 ); sampler TexRed : register( s1 ); sampler TexGreen : register( s2 ); sampler TexBlue : register( s3 ); float g_flDimValue : register( c0 ); struct PS_INPUT { HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate }; float4 main( PS_INPUT i ) : COLOR { float4 result = tex2D( TexSampler, i.baseTexCoord ); // Scale by dim value before computing luminance below result.rgb *= saturate( g_flDimValue ); // Fetch into 1D textures based on the intensity of each color channel and sum float4 vRed = tex2D( TexRed, pow( result.r, 0.45 ) ); float4 vGreen = tex2D( TexGreen, pow( result.g, 0.45 ) ); float4 vBlue = tex2D( TexBlue, pow( result.b, 0.45 ) ); result.rgb = vRed.rgb + vGreen.rgb + vBlue.rgb; // Store max color component in alpha for alpha blend of one/invSrcAlpha float flLuminance = max( result.r, max( result.g, result.b ) ); result.a = flLuminance; return result.rgba; }