hl2_src-leak-2017/src/materialsystem/stdshaders/HDRCombineTo16Bit_ps2x.fxc

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// 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 LowSampler : register( s0 );
sampler HiSampler : register( s1 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 lowColor = tex2D( LowSampler, i.texCoord );
float3 hiColor = tex2D( HiSampler, i.texCoord );
lowColor.rgb = GammaToLinear( lowColor.rgb );
hiColor.rgb = GammaToLinear( hiColor.rgb );
float4 result = float4( ( 1.0f / MAX_HDR_OVERBRIGHT ) * max( lowColor.xyz, hiColor.xyz * MAX_HDR_OVERBRIGHT ), lowColor.a );
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}