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efemra/src/shaders/post.hlsl

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HLSL

#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);
}