e4s-sdk/gamedata/shaders/r2/bloom_build.ps
2026-06-17 23:06:51 +03:00

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#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);
}