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hl2sdk/materialsystem/stdshaders/Downsample_ps2x.fxc

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2012-07-06 20:35:59 -05:00
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_ps_fxc.h"
sampler TexSampler : register( s0 );
struct PS_INPUT
{
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 s0, s1, s2, s3;
// Sample 4 taps
s0 = tex2D( TexSampler, i.coordTap0 );
s1 = tex2D( TexSampler, i.coordTap1 );
s2 = tex2D( TexSampler, i.coordTap2 );
s3 = tex2D( TexSampler, i.coordTap3 );
// store grayscale version of buffer in alpha
float4 vResult = ( s0 + s1 + s2 + s3 ) * 0.25f;
vResult.a = dot( float3( 0.3f, 0.59f, 0.11f ), vResult.rgb );
return vResult;
}