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gamedata/shaders/r2/bloom_build.ps.hlsl
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gamedata/shaders/r2/bloom_build.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
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float2 tc1 : TEXCOORD1; // Texture coordinates (for sampling maps)
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float2 tc2 : TEXCOORD2; // Texture coordinates (for sampling maps)
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float2 tc3 : TEXCOORD3; // Texture coordinates (for sampling maps)
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};
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uniform float4 b_params;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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// hi-rgb.base-lum
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float3 s0 = tex2D(s_image, I.tc0);
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float3 s1 = tex2D(s_image, I.tc1);
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float3 s2 = tex2D(s_image, I.tc2);
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float3 s3 = tex2D(s_image, I.tc3);
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float3 avg = (s0 + s1 + s2 + s3) / (2.0f * def_hdr);
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float hi = dot(avg, 1.0f) - b_params.x; // assume def_hdr equal to 3.0
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return float4(avg, hi);
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}
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