Kav/Effects/HLSL/ToneMapEffect.fx

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sampler TextureSampler : register(s0);
float4 main_ps(float2 texCoord : TEXCOORD0) : COLOR0
{
float3 color = tex2D(TextureSampler, texCoord).xyz;
color = color / (color + float3(1.0, 1.0, 1.0));
float exposureConstant = 1.0 / 2.2;
color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
return float4(color, 1.0);
}
Technique DeferredPBR
{
Pass
{
PixelShader = compile ps_3_0 main_ps();
}
}