hdr.hlsl
src/5.advanced_lighting/6.hdr/hdr.hlsl · 34 lines
// One triangle covering the screen, made from SV_VertexID alone: no
// vertex buffer, no input layout. uv runs 0..1 across and down the screen,
// and the parts of the triangle past the edges are clipped away.
struct fullscreen_vertex
{
float4 position : SV_Position;
float2 uv : TEXCOORD;
};
fullscreen_vertex vs_main(uint id : SV_VertexID)
{
fullscreen_vertex o;
o.uv = float2((id << 1) & 2, id & 2);
o.position = float4(o.uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
return o;
}
cbuffer tone : register(b1)
{
float exposure;
int enabled;
};
Texture2D hdr_buffer : register(t0);
SamplerState linear_wrap : register(s0);
float4 ps_main(fullscreen_vertex p) : SV_Target
{
float3 color = hdr_buffer.Sample(linear_wrap, p.uv).rgb;
// The back buffer view is sRGB, so the result is gamma encoded on the
// way out; no pow(1/2.2) here.
if (enabled) color = 1.0 - exp(-color * exposure);
return float4(saturate(color), 1.0);
}