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hl2sdk/materialsystem/stdshaders/SDK_Bloom_ps20.fxc

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#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler FBSampler : register( s0 );
sampler BlurSampler : register( s1 );
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
float4 fbSample = tex2D( FBSampler, i.texCoord );
float4 blurSample = tex2D( BlurSampler, i.texCoord );
return float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f );
}