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cbuffer globalParams { float2 screenSize; float elapsedTime; int captureState; } cbuffer controlBuf { float g_sldExposure; float g_sldHighlightsIntensity; float g_sldShadowsIntensity; float g_sldContrast; float g_sldGamma; } Texture2D texColor; SamplerState samLinear; SamplerState samLinearWrap; void PSMain(in float4 position : SV_Position, in float2 uv: TexCoord, out float4 color : SV_Target) { color = texColor.Sample(samLinear, uv); color.rgb = ldexp(color.rgb, g_sldExposure * 2); float3 shadows = smoothstep(0.666, 0.0, color.rgb); float3 highlights = smoothstep(0.333, 1.0, color.rgb); float3 rest = 1 - shadows - highlights; color.rgb = pow(saturate(color.rgb), exp2(shadows * exp2(g_sldShadowsIntensity) + highlights * exp2(-g_sldHighlightsIntensity) + exp2(-g_sldGamma * 2) + rest - 2)); //correction so all sliders at 0 give 0 in sum static const float contrastMin = log(0.5); static const float contrastMax = log(2.0); float contrastFactor = exp(contrastMin + (g_sldContrast * 0.5 + 0.5) * (contrastMax - contrastMin)); color.rgb = (color.rgb - 0.5) * contrastFactor + 0.5; }