// 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 TexSampler0 : register( s0 ); sampler TexSampler1 : register( s1 ); struct PS_INPUT { float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; }; const float4 bloomamount : register( c0 ); float4 main( PS_INPUT i ) : COLOR { // Just sample the input textures float4 c0 = tex2D( TexSampler0, i.tc0 ); float4 c1 = tex2D( TexSampler1, i.tc1 ); // Add in bloom and return return FinalOutput( c0 + bloomamount.xxxx * c1, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }