// Copyright 2020 Google LLC TextureCube textureEnv : register(t2); SamplerState samplerEnv : register(s2); struct UBOParams { float4 lights[4]; float exposure; float gamma; }; cbuffer uboParams : register(b1) { UBOParams uboParams; }; // 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; } float4 main([[vk::location(0)]] float3 inUVW : POSITION0) : SV_TARGET { float3 color = textureEnv.Sample(samplerEnv, inUVW).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); }