// 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 TexSampler : register( s0 ); struct PS_INPUT { float2 coordTap0 : TEXCOORD0; float2 coordTap1 : TEXCOORD1; float2 coordTap2 : TEXCOORD2; float2 coordTap3 : TEXCOORD3; }; float AlphaConst : register( c0 ); #define LOG_EPSILON 0.000001 float luminance(float3 color) : FLOAT { return 0.2125*color.x+0.7154*color.y+0.0721*color.z; } float logluminance(float3 color) : FLOAT { return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON); } float4 main( PS_INPUT i ) : COLOR { float3 s0, s1, s2, s3; // Sample 4 taps. We use the trick of sampling four taps with bilinear in order // to average 16 texels. s0 = tex2D( TexSampler, i.coordTap0); s1 = tex2D( TexSampler, i.coordTap1); s2 = tex2D( TexSampler, i.coordTap2); s3 = tex2D( TexSampler, i.coordTap3); float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3))); float loglum0=logluminance(s0); float loglum1=logluminance(s1); float loglum2=logluminance(s2); float loglum3=logluminance(s3); // return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1); return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }