// 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 InputSampler : register( s0 ); sampler FilmGrain : register( s1 ); const float4 vNoiseScale : register( c0 ); struct PS_INPUT { float2 inputImageCoords : TEXCOORD0; // Input image having grain added float2 filmGrainCoords : TEXCOORD1; // Tiling film grain texture }; float4 main( PS_INPUT i ) : COLOR { float3 hsl = RGBtoHSL( tex2D( InputSampler, i.inputImageCoords ) ); float3 hslNoise = tex2D( FilmGrain, i.filmGrainCoords ) * 2.0f - 1.0f; hsl += hslNoise * vNoiseScale * float3( 0.5f, 1.0f, 1.0f ); return FinalOutput( float4 ( hsl, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }