#include "common.hlsl" #include "Color.hlsl" struct VsOutput { float4 positionCS : SV_Position; float2 uv : TEXCOORD0; }; VsOutput VSMain(uint id : SV_VertexID) { VsOutput vsOut; vsOut.uv = float2((id << 1) & 2, id & 2); vsOut.positionCS = float4(vsOut.uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); return vsOut; } float4 PSMain(VsOutput psIn) : SV_Target { psIn.uv.y = 1.0 - psIn.uv.y; float3 lum = SceneLuminance.Sample(SceneLuminanceSampler, psIn.uv).rgb; lum = ExposeScene(lum); return float4(lum, 1.0); }