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gamedata/shaders/d3d11/combine_2.ps.hlsl
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gamedata/shaders/d3d11/combine_2.ps.hlsl
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#include "common.hlsli"
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#include "mblur.hlsli"
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#include "dof.hlsli"
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Texture3D s_lut;
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float3 main(v2p_aa_AA I) : SV_Target
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{
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float3 Color = max(0.0f, dof(I.Tex0));
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float4 Bloom = s_bloom.Sample(smp_rtlinear, I.Tex0);
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#ifdef USE_CGIM_BLOOM_TWEAK
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Bloom = BrokeBloom(Bloom);
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#endif
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float Scale = s_tonemap.Sample(smp_nofilter, float2(0.5f, 0.5f)).x;
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Color = tonemap(Color, Scale);
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Color = combine_bloom(Color, Bloom).xyz;
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#ifdef USE_CGIM_COLOR_TWEAK
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Color = Uncharted2Tonemap(Color);
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#endif
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#ifdef USE_LUT_TEXTURE
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Color = s_lut.Sample(smp_rtlinear, saturate(Color)).xyz;
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#endif
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return Color;
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}
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