55 lines
1.3 KiB
HLSL
55 lines
1.3 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Transform.hlsl"
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#include "Samplers.hlsl"
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#include "ScreenPos.hlsl"
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#include "PostProcess.hlsl"
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#ifndef D3D11
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// D3D9 uniforms
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uniform float cTonemapExposureBias;
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uniform float cTonemapMaxWhite;
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#else
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#ifdef COMPILEPS
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// D3D11 constant buffers
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cbuffer CustomPS : register(b6)
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{
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float cTonemapExposureBias;
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float cTonemapMaxWhite;
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}
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#endif
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#endif
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void VS(float4 iPos : POSITION,
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out float2 oScreenPos : TEXCOORD0,
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out float4 oPos : OUTPOSITION)
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{
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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oScreenPos = GetScreenPosPreDiv(oPos);
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}
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void PS(float2 iScreenPos : TEXCOORD0,
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out float4 oColor : OUTCOLOR0)
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{
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#ifdef REINHARDEQ3
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float3 color = ReinhardEq3Tonemap(max(Sample2D(DiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0));
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oColor = float4(color, 1.0);
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#endif
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#ifdef REINHARDEQ4
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float3 color = ReinhardEq4Tonemap(max(Sample2D(DiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0), cTonemapMaxWhite);
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oColor = float4(color, 1.0);
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#endif
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#ifdef UNCHARTED2
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float3 color = Uncharted2Tonemap(max(Sample2D(DiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0)) /
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Uncharted2Tonemap(float3(cTonemapMaxWhite, cTonemapMaxWhite, cTonemapMaxWhite));
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oColor = float4(color, 1.0);
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#endif
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}
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