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materialsystem/stdshaders/sample4x4delog_ps2x.fxc
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materialsystem/stdshaders/sample4x4delog_ps2x.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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float2 coordTap0 : TEXCOORD0;
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float2 coordTap1 : TEXCOORD1;
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float2 coordTap2 : TEXCOORD2;
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float2 coordTap3 : TEXCOORD3;
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};
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float AlphaConst : register( c0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 s0, s1, s2, s3;
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// Sample 4 taps. We use the trick of sampling four taps with bilinear in order
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// to average 16 texels.
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s0 = tex2D( TexSampler, i.coordTap0);
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s1 = tex2D( TexSampler, i.coordTap1);
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s2 = tex2D( TexSampler, i.coordTap2);
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s3 = tex2D( TexSampler, i.coordTap3);
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float avglum=0.25*(s0.x+s1.x+s2.x+s3.x);
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float elum=exp(avglum);
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return FinalOutput( float4(elum,elum,elum,1), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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