#include "common.h" /* struct v2p { float2 tc0: TEXCOORD0; // Texture coordinates (for sampling maps) float2 tc1: TEXCOORD1; // Texture coordinates (for sampling maps) float2 tc2: TEXCOORD2; // Texture coordinates (for sampling maps) float2 tc3: TEXCOORD3; // Texture coordinates (for sampling maps) }; */ uniform float4 b_params; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel float4 main ( p_build I ) : SV_Target { // hi-rgb.base-lum // float3 s0 = tex2D (s_image, I.tc0); // float3 s1 = tex2D (s_image, I.tc1); // float3 s2 = tex2D (s_image, I.tc2); // float3 s3 = tex2D (s_image, I.tc3); float3 s0 = s_image.Sample( smp_rtlinear, I.Tex0); float3 s1 = s_image.Sample( smp_rtlinear, I.Tex1); float3 s2 = s_image.Sample( smp_rtlinear, I.Tex2); float3 s3 = s_image.Sample( smp_rtlinear, I.Tex3); float3 avg = ( (s0+s1) + (s2+s3) )/2; float hi = dot( avg, 1.h )-b_params.x ; // assume def_hdr equal to 3.0 return float4( avg, hi ); }