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hl2sdk/materialsystem/stdshaders/sfm_integercombine_ps2x.fxc
2025-02-19 18:36:16 -05:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#define HDRTYPE HDR_TYPE_NONE
#include "common_ps_fxc.h"
sampler TexSampler0 : register( s0 );
sampler TexSampler1 : register( s1 );
struct PS_INPUT
{
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
};
const float4 bloomamount : register( c0 );
float4 main( PS_INPUT i ) : COLOR
{
// Just sample the input textures
float4 c0 = tex2D( TexSampler0, i.tc0 );
float4 c1 = tex2D( TexSampler1, i.tc1 );
// Add in bloom and return
return FinalOutput( c0 + bloomamount.xxxx * c1, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}