hl2_src-leak-2017/src/materialsystem/stdshaders/floatcombine_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_FLOAT
#define HDRENABLED 1
#include "common_ps_fxc.h"
sampler FBSampler : register( s0 );
sampler BloomSampler : register( s1 );
const HALF4 settings : register( c0 );
// x=sharpness,y=woodcut,z=bloom_amt,w=alpha sharpen factor
const HALF4 settings2 : register( c1 ); // x=bloom exp,y=vignette min scale z=vignette_power
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
float2 ZeroTexCoord : TEXCOORD1;
float2 bloomTexCoord : TEXCOORD2;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 fbSample = tex2D( FBSampler, i.texCoord );
float4 bloom=tex2D(BloomSampler,i.bloomTexCoord);
float2 xofs=2*(i.texCoord-float2(0.5,0.5));
float dist=(1.0/2.0)*(xofs.x*xofs.x+xofs.y*xofs.y);
float vig=pow(1-dist,settings2.z);
fbSample=lerp(fbSample,bloom,(1-vig)*settings2.w);
fbSample=lerp(bloom,fbSample,settings.x+settings.w*fbSample.a*settings2.w);
float3 woodcut;
if (bloom.x<fbSample.x)
woodcut.x=1.0;
else
woodcut.x=0.0;
if (bloom.y<fbSample.y)
woodcut.y=1.0;
else
woodcut.y=0.0;
if (bloom.z<fbSample.z)
woodcut.z=1.0;
else
woodcut.z=0.0;
fbSample.xyz=lerp(fbSample.xyz,woodcut.xyz,settings.y);
bloom.xyz*=sqrt(LINEAR_LIGHT_SCALE);
bloom.xyz=min(bloom.xyz,1.0);
float lum=.3*bloom.x+.59*bloom.y+.11*bloom.z;
lum=min(1.0,lum);
float4 c_out=float4(cLightScale.xyz, 1) * fbSample + settings.z * pow(lum, settings2.x) * bloom;
// calculate vignette (lens brightness falloff near edges)
c_out.xyz*=max(settings2.y,vig);
return FinalOutput( c_out, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}