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41 lines
935 B
HLSL
41 lines
935 B
HLSL
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD0;
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};
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Texture2D<float4> tex : register( t0 );
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StructuredBuffer<float> lum : register( t1 );
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Texture2D<float4> bloom : register( t2 );
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SamplerState PointSampler : register (s0);
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SamplerState LinearSampler : register (s1);
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static const float MIDDLE_GRAY = 0.72f;
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static const float LUM_WHITE = 1.5f;
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cbuffer cbPS : register( b0 )
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{
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float4 g_param;
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};
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float4 main(VS_Output input) : SV_TARGET
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{
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float4 vColor = tex.Sample(PointSampler, input.Tex);
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float fLum = min(max(lum[0]*g_param.x, 0.2), 10); //limit amplification...
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float3 vBloom = bloom.Sample(LinearSampler, input.Tex).rgb;
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// Tone mapping
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vColor.rgb *= MIDDLE_GRAY / (fLum + 0.001f);
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vColor.rgb *= (1.0f + vColor.rgb/LUM_WHITE);
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vColor.rgb /= (1.0f + vColor.rgb);
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vColor.rgb += 0.6f * vBloom;
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vColor.a = 1.0f;
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return vColor;
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}
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