25 lines
617 B
HLSL
25 lines
617 B
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/GammaCorrectionCommon.ush"
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Texture2D InputTexture;
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SamplerState InputSampler;
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int SrgbToLinear;
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float Gamma;
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// Shader to undo the HDR to LDR conversion done inPostProcessCombineLUTs.usf.
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void MainPS(
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noperspective float4 UVAndScreenPos : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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float2 UV = UVAndScreenPos.xy;
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OutColor = InputTexture.Sample(InputSampler, UV);
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if (SrgbToLinear != 0)
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{
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OutColor.xyz = sRGBToLinear(OutColor.xyz);
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}
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OutColor.xyz = pow(max(0, OutColor.xyz), Gamma);
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} |