// 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" // This pixel shader compares the luminance against a constant value and retruns all 1's when greater sampler TexSampler : register( s0 ); struct PS_INPUT { float2 uv0 : TEXCOORD0; #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float2 ZeroTexCoord : TEXCOORD1; float2 bloomTexCoord : TEXCOORD2; #endif }; float3 g_vComparisonMinMaxScale : register( c0 ); #define g_flComparisonMin g_vComparisonMinMaxScale.x #define g_flComparisonMax g_vComparisonMinMaxScale.y #define g_flComparisonScale g_vComparisonMinMaxScale.z struct PS_OUTPUT { float4 color : COLOR0; float depth : DEPTH; }; PS_OUTPUT main( PS_INPUT i ) { float3 color = tex2D( TexSampler, i.uv0 ) * g_flComparisonScale; // Formula for calculating luminance based on NTSC standard float3 tmpv = { 0.2125f, 0.7154f, 0.0721f }; float flLuminance = dot( color.rgb, tmpv.rgb ); // Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations) //float3 tmpv = { 0.3086f, 0.6094f, 0.0820f }; //float flLuminance = dot( color.rgb, tmpv.rgb ); // Simple average //float flLuminance = ( color.r + color.g + color.b ) * 0.33333f; PS_OUTPUT o; o.color.rgba = step( g_flComparisonMin, flLuminance ) * step( flLuminance, g_flComparisonMax ); o.depth = 0.0f; return o; }