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// 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<float4> 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);
}