#include "../Includes/Common.hlsl" #include "../Includes/Reinhard.hlsl" #include "../Includes/ColorGradingLUT.hlsl" Texture2D t0 : register(t0); SamplerState s0_s : register(s0); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_Target0) { float4 r0; r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw; o0.xyz = r0.xyz; o0.w = 1; #if 0 // Moved to tonemapping pass if (LumaData.CustomData1) { o0.rgb = gamma_to_linear(o0.rgb, GCT_MIRROR); // Unlikely to need mirroring but... whatever o0.rgb = PumboAutoHDR(o0.rgb, 400.0, LumaSettings.GamePaperWhiteNits); o0.rgb = linear_to_gamma(o0.rgb, GCT_MIRROR); } #endif }