// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2003 - 2016 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // /* Define the shader permutations for code generation %% MUX_BEGIN %% %% MUX_END %% */ struct VS_QUAD_OUTPUT { float4 vPos : SV_POSITION; sample float2 vTex : TEXCOORD0; }; float3 tonemap(float3 C) { // Filmic -- model film properties C = max(0, C - 0.004); return (C*(6.2*C+0.5))/(C*(6.2*C+1.7)+0.06); } Texture2DMS tScene : register(t0); float4 main(VS_QUAD_OUTPUT input, uint sampleID : SV_SAMPLEINDEX) : SV_Target0 { float3 output = float3(0, 0, 0); float3 s_hdr = tScene.Load(int2(input.vPos.xy), sampleID).rgb; output = tonemap(s_hdr); return float4(output, 1); }