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@@ -4,12 +4,28 @@
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#include "ScreenPos.hlsl"
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#include "PostProcess.hlsl"
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+#ifndef D3D11
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+
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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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+
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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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+
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+#endif
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+
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void VS(float4 iPos : POSITION,
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- out float4 oPos : POSITION,
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- out float2 oScreenPos : TEXCOORD0)
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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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@@ -18,20 +34,20 @@ void VS(float4 iPos : POSITION,
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}
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void PS(float2 iScreenPos : TEXCOORD0,
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- out float4 oColor : COLOR0)
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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(tex2D(sDiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0));
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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(tex2D(sDiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0), cTonemapMaxWhite);
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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(tex2D(sDiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0)) /
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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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