#include "$ENGINE$\ColorSpace.bslinc" shader PPBloomClip { mixin ColorSpace; variations { AUTO_EXPOSURE = { true, false }; }; depth { read = false; write = false; }; code { struct VStoFS { float4 position : SV_POSITION; float2 uv0 : TEXCOORD0; float exposureScale : TEXCOORD1; }; struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; Texture2D gEyeAdaptationTex; VStoFS vsmain(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; } SamplerState gInputSamp; Texture2D gInputTex; cbuffer Input { float gThreshold; float gManualExposureScale; } float4 fsmain(VStoFS input) : SV_Target0 { float3 sceneColor = gInputTex.Sample(gInputSamp, input.uv0).rgb; float luminance = LuminanceRGB(sceneColor); #if AUTO_EXPOSURE luminance = luminance * input.exposureScale; #else luminance = luminance * gManualExposureScale; #endif float clippedLuminance = luminance - gThreshold; float bloomMask = saturate(clippedLuminance / 2.0f); return float4(sceneColor * bloomMask, 0.0f); } }; };