/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float3 UVW; }; struct UBO { float4x4 projection; float4x4 model; }; ConstantBuffer ubo; struct UBOParams { float4 lights[4]; float exposure; float gamma; }; ConstantBuffer uboParams; SamplerCube samplerEnv; // From http://filmicworlds.com/blog/filmic-tonemapping-operators/ float3 Uncharted2Tonemap(float3 color) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; } [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UVW = input.Pos; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 color = samplerEnv.Sample(input.UVW).rgb; // Tone mapping color = Uncharted2Tonemap(color * uboParams.exposure); color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx)); // Gamma correction color = pow(color, (1.0f / uboParams.gamma).xxx); return float4(color, 1.0); }