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