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(); } }