ine 31 "Adjustments.fx" float g_sldHighlightsIntensity; #line 35 "Adjustments.fx" float g_sldShadowsIntensity; #line 39 "Adjustments.fx" float g_sldGamma; }; #line 28 "NvCommon.fxh" Texture2D __V__NV__ColorInputTex : register(t0); Texture2D __srgbV__NV__ColorInputTex : register(t1); #line 29 Texture2D __V__NV__DepthInputTex : register(t2); Texture2D __srgbV__NV__DepthInputTex : register(t3); SamplerState __s0 : register(s0); #line 30 static const __sampler2D V__NV__ColorInput = { __V__NV__ColorInputTex, __s0 }; #line 31 static const __sampler2D V__NV__DepthInput = { __V__NV__DepthInputTex, __s0 }; #line 71 float F__NV__GetLuma( #line 71 in float3 color) { #line 74 float _15 = dot(float3(2.98999995e-01, 5.87000012e-01, 1.14000000e-01), color); return _15; } #line 78 struct S__VSOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; #line 84 S__VSOut F__VSMain( #line 84 in uint vid : SV_VERTEXID) { #line 86 S__VSOut o = (S__VSOut)0; #line 87 bool _23 = vid == 2; #line 87 float _26 = _23 ? 2.00000000e+00 : 0.00000000e+00; #line 87 o.uv[0] = _26; #line 88 bool _28 = vid == 1; #line 88 float _31 = _28 ? 2.00000000e+00 : 0.00000000e+00; #line 88 o.uv[1] = _31; #line 89 float2 _34 = o.uv * float2(2.00000000e+00, -2.00000000e+00); #line 89 float2 _36 = _34 + float2(-1.00000000e+00, 1.00000000e+00); #line 89 float4 _41 = float4(_36.x, _36.y, 0.00000000e+00, 1.00000000e+00); #line 89 o.pos = _41; return o; } #line 93 void F__VSMainOut( #line 93 in uint vid : SV_VERTEXID, #line 93 out float4 position : SV_POSITION, #line 93 out float2 texcoord : TEXCOORD0) { #line 95 uint _47; #line 95 _47 = vid; #line 95 S__VSOut _48 = F__VSMain(_47); #line 95 S__VSOut o_49 = _48; #line 96 position = o_49.pos; #line 97 texcoord = o_49.uv; return; } #line 45 "Adjustments.fx" void F__PSMain( #line 45 in S__VSOut i, #line 45 out float3 color : SV_TARGET) { #line 47 float4 _57 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, i.uv); #line 47 color = _57.xyz; #line 49 float3 _59 = color * color; #line 49 color = _59; #line 50 float _61 = g_sldExposure * 2.00000000e+00; #line 50 float _62 = exp2(_61); #line 50 float3 _64 = color * _62.xxx; #line 50 color = _64; #line 51 float3 _65 = sqrt(color); #line 51 color = _65; #line 54 float3 _68 = smoothstep(float3(6.66000009e-01, 6.66000009e-01, 6.66000009e-01), float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00), color); #line 54 float3 shadows = _68; #line 55 float3 _72 = smoothstep(float3(3.33000004e-01, 3.33000004e-01, 3.33000004e-01), float3(1.00000000e+00, 1.00000000e+00, 1.00000000e+00), color); #line 55 float3 highlights = _72; #line 56 float3 _75 = float3(1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - shadows; #line 56 float3 _76 = _75 - highlights; #line 56 float3 rest = _76; #line 58 float3 _78 = saturate(color); #line 58 float _79 = exp2(g_sldShadowsIntensity); #line 58 float3 _81 = shadows * _79.xxx; #line 59 float _82 = -g_sldHighlightsIntensity; #line 59 float _83 = exp2(_82); #line 59 float3 _85 = highlights * _83.xxx; #line 58 float3 _86 = _81 + _85; #line 60 float _87 = -g_sldGamma; #line 60 float _89 = _87 * 2.00000000e+00; #line 60 float _90 = exp2(_89); #line 58 float3 _92 = _86 + _90.xxx; #line 58 float3 _93 = _92 + rest; #line 58 float3 _95 = _93 - float3(2.00000000e+00, 2.00000000e+00, 2.00000000e+00); #line 58 float3 _96 = exp2(_95); #line 58 float3 _97 = pow(_78, _96); #line 58 color = _97; #line 64 float3 _99 = color - float3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01); #line 64 float3 contrasted = _99; #line 65 float3 _101 = abs(contrasted); #line 65 float3 _103 = float3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01) + _101; #line 65 float3 _104 = contrasted / _103; #line 65 float3 _106 = _104 + float3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01); #line 65 contrasted = _106; #line 66 float3 _108 = lerp(color, contrasted, g_sldContrast.xxx); #line 66 color = _108; return; }