terrainTest/shaders/hlsl/postprocess/luminance_adapt.psh
RealBadAngel b35cdb7061 Upload
2013-11-03 17:01:44 +01:00

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uniform sampler2D PrevLumBuffer : register(s0);
uniform sampler2D TargetLumBuffer : register(s1);
uniform float EffectStrength;
float4 main(float2 texCoord : TEXCOORD0) : COLOR0
{
float4 prevLum = tex2D(PrevLumBuffer, texCoord);
float4 targetLum = tex2D(TargetLumBuffer, texCoord);
return saturate(prevLum+(targetLum-prevLum)*EffectStrength);
}