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