sampler s0 : register(s0);
float4 main(float2 tex : TEXCOORD0) : COLOR {
float exposure = float(1); float offset = float(0); float gamma = float(1); gamma = 1/gamma;
float4 input = tex2D(s0,tex); float4 output = float4(1,1,1,1);
//calculate exposure input *= exposure;
//DRAW Original if (tex.y<0.5){ output = tex2D(s0,tex);
//DRAW Exposure + Luminance (offset) + gamma }else { output = pow(input + offset,gamma); }
return output; }
sampler s0 : register(s0); float4 main(float2 tex : TEXCOORD0) : COLOR { float exposure = float(1); float offset = float(0); float gamma = float(1); gamma = 1/gamma; float4 input = tex2D(s0,tex); float4 output = float4(1,1,1,1); //calculate exposure input *= exposure; //DRAW Original if (tex.y<0.5){ output = tex2D(s0,tex); //DRAW Exposure + Luminance (offset) + gamma }else { output = pow(input + offset,gamma); } return output; }
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