35 lines
No EOL
1 KiB
GLSL
35 lines
No EOL
1 KiB
GLSL
#include "common.h"
|
|
|
|
struct vi
|
|
{
|
|
float4 p : POSITION;
|
|
float4 c : COLOR0;
|
|
float3 tc0 : TEXCOORD0;
|
|
float3 tc1 : TEXCOORD1;
|
|
};
|
|
|
|
struct v2p
|
|
{
|
|
float4 c : COLOR0;
|
|
float3 tc0 : TEXCOORD0;
|
|
float3 tc1 : TEXCOORD1;
|
|
float4 hpos : SV_Position;
|
|
};
|
|
|
|
v2p main (vi v)
|
|
{
|
|
v2p o;
|
|
|
|
float4 tpos = mul (1000, v.p);
|
|
o.hpos = mul (m_WVP, tpos); // xform, input in world coords, 1000 - magic number
|
|
o.hpos.z = o.hpos.w;
|
|
o.tc0 = v.tc0; // copy tc
|
|
o.tc1 = v.tc1; // copy tc
|
|
// float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ;
|
|
float scale = s_tonemap.Load( int3(0,0,0) ).x;
|
|
// float scale = s_tonemap.Load( int3(1,1,0) ).x;
|
|
// o.c = float4 ( v.c.rgb*(scale*1.7), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a );
|
|
o.c = float4 ( v.c.rgb*(scale*2.0), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a );
|
|
|
|
return o;
|
|
} |