//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #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 ); 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 avglum=0.25*(s0.x+s1.x+s2.x+s3.x); float elum=exp(avglum); return FinalOutput( float4(elum,elum,elum,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }