#include "$ENGINE$\PPTonemapCommon.bslinc" Parameters = { Sampler2D gInputSamp : alias("gInputTex"); Texture2D gInputTex; Sampler3D gColorLUTSamp : alias("gColorLUT"); Texture3D gColorLUT; Texture2D gEyeAdaptationTex; }; Blocks = { Block Input; }; Technique = { Language = "HLSL11"; Pass = { DepthWrite = false; DepthRead = false; Common = { struct VStoFS { float4 position : SV_POSITION; float2 uv0 : TEXCOORD0; float exposureScale : TEXCOORD1; }; }; Vertex = { struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; Texture2D gEyeAdaptationTex; VStoFS main(VertexInput input) { VStoFS output; output.position = float4(input.screenPos, 0, 1); output.uv0 = input.uv0; output.exposureScale = gEyeAdaptationTex.Load(int3(0, 0, 0)).r; return output; } }; Fragment = { SamplerState gInputSamp; Texture2D gInputTex; SamplerState gColorLUTSamp; Texture3D gColorLUT; cbuffer Input { float gRawGamma; float gManualExposureScale; } float3 ColorLookupTable(float3 linearColor) { float3 logColor = LinearToLogColor(linearColor); float3 UVW = logColor * ((LUT_SIZE - 1) / (float)LUT_SIZE) + (0.5f / LUT_SIZE); float3 gradedColor = gColorLUT.Sample(gColorLUTSamp, UVW).rgb; return gradedColor; } float4 main(VStoFS input) : SV_Target0 { float4 sceneColor = gInputTex.Sample(gInputSamp, input.uv0); #if AUTO_EXPOSURE sceneColor.rgb = sceneColor.rgb * input.exposureScale; #else sceneColor.rgb = sceneColor.rgb * gManualExposureScale; #endif #if GAMMA_ONLY sceneColor.rgb = pow(sceneColor.rgb, gRawGamma); #else sceneColor.rgb = ColorLookupTable(sceneColor.rgb); #endif return sceneColor; } }; }; }; Technique = { Language = "GLSL"; Pass = { Fragment = { // TODO }; }; };