43 lines
1018 B
Plaintext
43 lines
1018 B
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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#include "common_ps_fxc.h"
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sampler LowSampler : register( s0 );
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sampler HiSampler : register( s1 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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struct MYHDR_PS_OUTPUT
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{
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float4 color[2] : COLOR0;
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};
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MYHDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
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{
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float3 lowColor = GammaToLinear( tex2D( LowSampler, i.texCoord ) );
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float3 hiColor = GammaToLinear( tex2D( HiSampler, i.texCoord ) );
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float4 lowOut;
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lowOut.a = 1.0f;
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float4 hiOut;
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hiOut.a = 1.0f;
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float3 hdrColor = max( lowColor, hiColor * MAX_HDR_OVERBRIGHT );
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float fMax = max( hdrColor.b, max( hdrColor.r, hdrColor.g ) );
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float blendFactor = saturate( ( fMax - 0.9f ) * 10.0f );
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blendFactor = 1.0f;
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lowOut.rgb = LinearToGamma( lowColor * ( 1.0f - blendFactor ) );
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hiOut.rgb = LinearToGamma( hiColor * ( blendFactor ) );
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MYHDR_PS_OUTPUT output;
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output.color[0] = lowOut;
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output.color[1] = hiOut;
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return output;
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}
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