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