e4s-sdk/gamedata/shaders/d3d11/combine_2.ps.hlsl
2026-06-17 23:06:51 +03:00

31 lines
657 B
HLSL

#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;
}