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Current File : C:/Program Files/NVIDIA Corporation/Ansel/ShaderMod/Adjustments.yfx
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;
}

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