sqwarmed/sdk_src/materialsystem/stdshaders/fade_blur_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
sampler g_sBase : register( s0 );
float g_flAlpha : register( c0 );
float g_flDesaturate : register( c1 );
struct PS_INPUT
{
float2 uv : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR0
{
// Fetch blurred texel
float4 o = tex2D( g_sBase, i.uv );
// Desaturate
float3 tmpv = { 0.2125, 0.7154, 0.0721 };
float flLuminance = dot( o.rgb, tmpv.rgb );
o.rgb = lerp( o.rgb, flLuminance, saturate( g_flDesaturate ) );
// Set alpha blend value
o.a = g_flAlpha;
return o;
}