hl2_src-leak-2017/src/materialsystem/stdshaders/accumbuff5sample_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 TexSampler0 : register( s0 );
sampler TexSampler1 : register( s1 );
sampler TexSampler2 : register( s2 );
sampler TexSampler3 : register( s3 );
sampler TexSampler4 : register( s4 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
const float4 weights : register( c0 );
float4 main( PS_INPUT i ) : COLOR
{
// Just sample the four input textures
float4 sample0 = tex2D( TexSampler0, i.texCoord );
float4 sample1 = tex2D( TexSampler1, i.texCoord );
float4 sample2 = tex2D( TexSampler2, i.texCoord );
float4 sample3 = tex2D( TexSampler3, i.texCoord );
float4 sample4 = tex2D( TexSampler4, i.texCoord );
// Compute weighted average and return
return FinalOutput( weights.x * sample0 +
weights.x * sample1 +
weights.x * sample2 +
weights.x * sample3 +
weights.y * sample4, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}