#include "common.h" struct v2p { float2 tc0: TEXCOORD0; // Texture coordinates (for sampling maps) float2 tc1: TEXCOORD1; // Texture coordinates (for sampling maps) float2 tc2: TEXCOORD2; // Texture coordinates (for sampling maps) float2 tc3: TEXCOORD3; // Texture coordinates (for sampling maps) }; uniform half4 b_params; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel half4 main ( v2p I ) : COLOR { // hi-rgb.base-lum half3 s0 = tex2D (s_image, I.tc0); half3 s1 = tex2D (s_image, I.tc1); half3 s2 = tex2D (s_image, I.tc2); half3 s3 = tex2D (s_image, I.tc3); half3 avg = (s0+s1+s2+s3)/2; half hi = dot(avg,1.h)-b_params.x ; // assume def_hdr equal to 3.0 return half4(avg,hi); }