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cool-source-archive/materialsystem/stdshadersdx11/sky_hdr_compressed_ps40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1"
#include "common_ps_fxc.h"
#include "common_cbuffers_fxc.h"
CBUFFER_PERFRAME(register(b0))
Texture2D ExposureTexture0 : register( t0 );
sampler ExposureTextureSampler0 : register( s0 );
Texture2D ExposureTexture1 : register( t1 );
sampler ExposureTextureSampler1 : register( s1 );
Texture2D ExposureTexture2 : register( t2 );
sampler ExposureTextureSampler2 : register( s2 );
struct PS_INPUT
{
float4 projPos : SV_POSITION;
float2 baseTexCoord : TEXCOORD0;
float2 baseTexCoord01 : TEXCOORD1;
float2 baseTexCoord10 : TEXCOORD2;
float2 baseTexCoord11 : TEXCOORD3;
float2 baseTexCoord_In_Pixels: TEXCOORD4;
};
float4 main( PS_INPUT i ) : SV_TARGET
{
HALF3 color0 = 0.25*ExposureTexture0.Sample( ExposureTextureSampler0, i.baseTexCoord );
HALF3 color1 = 2.0*ExposureTexture1.Sample( ExposureTextureSampler1, i.baseTexCoord );
HALF3 color2 = 16.0*ExposureTexture2.Sample( ExposureTextureSampler2, i.baseTexCoord );
// This is never fogged.
return FinalOutput( float4(1,0,0,1 ), 0, PIXEL_FOG_TYPE_NONE, float4(0, 0, 0, 1),
TONEMAP_SCALE_LINEAR, cToneMappingScale, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
}