hl2_src-leak-2017/src/materialsystem/stdshaders/Downsample_nohdr_ps2x.fxc

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// STATIC: "SRGB_ADAPTER" "0..1" [ps20b] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "CSTRIKE" "0..1"
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler TexSampler : register( s0 );
float4 params : register( c0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
#if ( CSTRIKE == 0 )
//---------------------------------------//
// Everything but Counter-Strike: Source //
//---------------------------------------//
float4 Shape( float2 uv )
{
float4 pixel = tex2D( TexSampler, uv );
#if ( SRGB_ADAPTER == 1 )
{
pixel.rgb = LinearToGamma( pixel.rgb );
}
#endif
float lum = dot( pixel.xyz, params.xyz );
pixel.xyz = pow( pixel.xyz, params.w ) * lum;
#if ( SRGB_ADAPTER == 1 )
{
pixel.rgb = GammaToLinear( pixel.rgb );
}
#endif
return pixel;
}
float4 main( PS_INPUT i ) : COLOR
{
float4 s0, s1, s2, s3;
// Sample 4 taps
s0 = Shape( i.coordTap0 );
s1 = Shape( i.coordTap1 );
s2 = Shape( i.coordTap2 );
s3 = Shape( i.coordTap3 );
float4 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
return FinalOutput( avgColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#else
//------------------------//
// Counter-Strike: Source //
//------------------------//
float3 Shape( float3 s )
{
float lum = ( 0.3f * s.x ) + ( 0.59f * s.y ) + ( 0.11f * s.z );
return lum * s;
}
float4 main( PS_INPUT i ) : COLOR
{
float3 s0, s1, s2, s3;
// Sample 4 taps
s0 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap0 ) ) );
s1 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap1 ) ) );
s2 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap2 ) ) );
s3 = Shape( GammaToLinear( tex2D( TexSampler, i.coordTap3 ) ) );
float3 avgColor = ( s0 + s1 + s2 + s3 ) * 0.25f;
return float4( avgColor, 1.0f );
}
#endif