Updated hlsl shaders
This commit is contained in:
parent
b92e210bbe
commit
dfcc55b6d5
3 changed files with 2 additions and 6 deletions
|
|
@ -27,15 +27,11 @@ struct UBO {
|
|||
float4x4 projection;
|
||||
float4x4 modelview;
|
||||
float4x4 inverseModelview;
|
||||
float exposure;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
cbuffer Exposure : register(b2)
|
||||
{
|
||||
float exposure;
|
||||
}
|
||||
|
||||
FSOutput main(VSOutput input)
|
||||
{
|
||||
FSOutput output = (FSOutput)0;
|
||||
|
|
@ -97,7 +93,7 @@ FSOutput main(VSOutput input)
|
|||
|
||||
|
||||
// Color with manual exposure into attachment 0
|
||||
output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
|
||||
output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * ubo.exposure);
|
||||
|
||||
// Bright parts for bloom into attachment 1
|
||||
float l = dot(output.Color0.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
|
|
|
|||
Binary file not shown.
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue