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[Include_Library Tonemap 86a598a9-a557-43d6-81f5-afa61115c74b] [Begin_ResourceLayout] cbuffer PerDrawCall : register(b0) { float4x4 WorldViewProj : packoffset(c0); [WorldViewProjection] }; cbuffer Parameters : register(b1) { float3 Color : packoffset(c0); [Default(0.3, 0.3, 1.0)] }; Texture2D Input : register(t0); SamplerState Sampler : register(s0); [End_ResourceLayout] [Begin_Pass:Default] [Profile 10_0] [Entrypoints VS=VS PS=PS] struct VS_IN { float4 position : POSITION0; float3 normal : NORMAL0; float2 texCoord : TEXCOORD0; }; struct PS_IN { float4 position : SV_POSITION; float3 normal : NORMAL0; float2 texCoord : TEXCOORD0; }; PS_IN VS(VS_IN input) { PS_IN output = (PS_IN)0; output.position = mul(input.position, WorldViewProj); output.normal = input.normal; output.texCoord = input.texCoord; return output; } float4 PS(PS_IN input) : SV_Target { float3 finalColor = Input.Sample(Sampler, input.texCoord); finalColor = ACESFitted(finalColor); return float4(finalColor,1); } [End_Pass]
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