Added bloom shader and screenspace effect helpers as examples for the SDK.
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21
mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
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21
mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler FBSampler : register( s0 );
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sampler BlurSampler : register( s1 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 fbSample = tex2D( FBSampler, i.texCoord );
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float4 blurSample = tex2D( BlurSampler, i.texCoord );
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return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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