#include "common.hlsli" float3 pharse_saturation(float3 Color) { float Luma = dot(Color.xyz, 0.33f) + 0.001f; return lerp(Luma.xxx, Color.xyz, 1.2f); } float4 main(p_shadow I) : SV_Target { float3 col = s_image.Load(int3(I.hpos.xy, 0), 0).xyz; col = 1.2f * pharse_saturation(col); return float4(col, 1.0f); }