hl2_src-leak-2017/src/materialsystem/stdshaders/sample4x4log_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 TexSampler : register( s0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
float AlphaConst : register( c0 );
#define LOG_EPSILON 0.000001
float luminance(float3 color) : FLOAT
{
return 0.2125*color.x+0.7154*color.y+0.0721*color.z;
}
float logluminance(float3 color) : FLOAT
{
return log(0.2125*color.x+0.7154*color.y+0.0721*color.z+LOG_EPSILON);
}
float4 main( PS_INPUT i ) : COLOR
{
float3 s0, s1, s2, s3;
// Sample 4 taps. We use the trick of sampling four taps with bilinear in order
// to average 16 texels.
s0 = tex2D( TexSampler, i.coordTap0);
s1 = tex2D( TexSampler, i.coordTap1);
s2 = tex2D( TexSampler, i.coordTap2);
s3 = tex2D( TexSampler, i.coordTap3);
float maxlum=max(max(luminance(s0),luminance(s1)),max(luminance(s2),luminance(s3)));
float loglum0=logluminance(s0);
float loglum1=logluminance(s1);
float loglum2=logluminance(s2);
float loglum3=logluminance(s3);
// return float4(0.25*(loglum0+loglum1+loglum2+loglum3),maxlum,0,1);
return FinalOutput( float4(0.25*(loglum0+loglum1+loglum2+loglum3),0,.5,AlphaConst), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}