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