CodeWalker/Shaders/PPFinalPassPS.hlsl
2018-03-13 22:24:18 -04:00

41 lines
935 B
HLSL

struct VS_Output
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
Texture2D<float4> tex : register( t0 );
StructuredBuffer<float> lum : register( t1 );
Texture2D<float4> 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;
}