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struct VSOut { float4 position : SV_Position; float2 txcoord: TexCoord; }; cbuffer globalParams { float2 screenSize; int captureState; float4 tileUV; } cbuffer controlBuf { float g_sldBlueReduction; } Texture2D texColor; SamplerState samLinear; float4 PS_Nightlight( VSOut IN ): SV_Target { float4 color = texColor.Sample(samLinear, IN.txcoord.xy); color.gb *= float2(pow((1-g_sldBlueReduction) * 0.95 + 0.05,0.4),pow(saturate((1-g_sldBlueReduction) * 0.95 - 0.05),0.333) * 2.05 - 0.95); return color; }