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d3dshader: Add sampling pixel shader for scRGB SRV
Shaders required for HDR capturing Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8227>
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6 changed files with 196 additions and 0 deletions
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@ -75,6 +75,8 @@ static const ShaderItem g_ps_map[] = {
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{GST_D3D_PLUGIN_PS_COLOR, BUILD_SOURCE (PSMain_color)},
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{GST_D3D_PLUGIN_PS_SAMPLE_PREMULT, BUILD_SOURCE (PSMain_sample_premul)},
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{GST_D3D_PLUGIN_PS_SAMPLE, BUILD_SOURCE (PSMain_sample)},
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{GST_D3D_PLUGIN_PS_SAMPLE_SCRGB_TONEMAP, BUILD_SOURCE (PSMain_sample_scrgb_tonemap)},
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{GST_D3D_PLUGIN_PS_SAMPLE_SCRGB, BUILD_SOURCE (PSMain_sample_scrgb)},
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{GST_D3D_PLUGIN_PS_SNOW, BUILD_SOURCE (PSMain_snow)},
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};
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@ -35,6 +35,8 @@ typedef enum
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GST_D3D_PLUGIN_PS_COLOR,
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GST_D3D_PLUGIN_PS_SAMPLE_PREMULT,
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GST_D3D_PLUGIN_PS_SAMPLE,
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GST_D3D_PLUGIN_PS_SAMPLE_SCRGB_TONEMAP,
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GST_D3D_PLUGIN_PS_SAMPLE_SCRGB,
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GST_D3D_PLUGIN_PS_SNOW,
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GST_D3D_PLUGIN_PS_LAST
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@ -0,0 +1,89 @@
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/* GStreamer
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* Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef BUILDING_HLSL
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Texture2D shaderTexture;
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SamplerState samplerState;
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cbuffer PsConstBuffer
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{
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float sdr_white_level;
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};
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struct PS_INPUT
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{
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float4 Position : SV_POSITION;
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float2 Texture : TEXCOORD;
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};
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float srgb_encode (float val)
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{
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if (val <= 0.0031308)
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return 12.92 * val;
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else
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return 1.055 * pow (val, 1.0 / 2.4) - 0.055;
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}
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float4 ENTRY_POINT (PS_INPUT input): SV_TARGET
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{
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float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;
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sample.rgb = 80.0f / sdr_white_level * sample.rgb;
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sample = saturate (sample);
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sample.r = srgb_encode (sample.r);
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sample.g = srgb_encode (sample.g);
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sample.b = srgb_encode (sample.b);
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return sample;
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}
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#else
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static const char str_PSMain_sample_scrgb[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\n"
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"\n"
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"cbuffer PsConstBuffer\n"
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"{\n"
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" float sdr_white_level;\n"
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"};\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position : SV_POSITION;\n"
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" float2 Texture : TEXCOORD;\n"
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"};\n"
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"\n"
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"float srgb_encode (float val)\n"
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"{\n"
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" if (val <= 0.0031308)\n"
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" return 12.92 * val;\n"
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" else\n"
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" return 1.055 * pow (val, 1.0 / 2.4) - 0.055;\n"
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"}\n"
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"\n"
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"float4 ENTRY_POINT (PS_INPUT input): SV_TARGET\n"
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"{\n"
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" float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;\n"
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" sample.rgb = 80.0f / sdr_white_level * sample.rgb;\n"
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" sample = saturate (sample);\n"
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" sample.r = srgb_encode (sample.r);\n"
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" sample.g = srgb_encode (sample.g);\n"
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" sample.b = srgb_encode (sample.b);\n"
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"\n"
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" return sample;\n"
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"}\n";
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#endif
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@ -0,0 +1,99 @@
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/* GStreamer
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* Copyright (C) 2025 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef BUILDING_HLSL
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Texture2D shaderTexture;
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SamplerState samplerState;
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cbuffer PsConstBuffer
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{
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float sdr_white_level;
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};
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struct PS_INPUT
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{
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float4 Position : SV_POSITION;
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float2 Texture : TEXCOORD;
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};
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float srgb_encode (float val)
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{
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if (val <= 0.0031308)
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return 12.92 * val;
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else
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return 1.055 * pow (val, 1.0 / 2.4) - 0.055;
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}
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float4 ENTRY_POINT (PS_INPUT input): SV_TARGET
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{
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float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;
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sample.rgb = sample.rgb / sdr_white_level;
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sample.r = sample.r / (1.0f + sample.r) * 80.f;
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sample.g = sample.g / (1.0f + sample.g) * 80.f;
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sample.b = sample.b / (1.0f + sample.b) * 80.f;
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sample = saturate (sample);
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sample.r = srgb_encode (sample.r);
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sample.g = srgb_encode (sample.g);
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sample.b = srgb_encode (sample.b);
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return sample;
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}
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#else
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static const char str_PSMain_sample_scrgb_tonemap[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\n"
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"\n"
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"cbuffer PsConstBuffer\n"
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"{\n"
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" float sdr_white_level;\n"
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"};\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position : SV_POSITION;\n"
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" float2 Texture : TEXCOORD;\n"
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"};\n"
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"\n"
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"float srgb_encode (float val)\n"
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"{\n"
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" if (val <= 0.0031308)\n"
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" return 12.92 * val;\n"
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" else\n"
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" return 1.055 * pow (val, 1.0 / 2.4) - 0.055;\n"
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"}\n"
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"\n"
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"float4 ENTRY_POINT (PS_INPUT input): SV_TARGET\n"
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"{\n"
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" float4 sample = shaderTexture.Sample (samplerState, input.Texture).rgba;\n"
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"\n"
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" sample.rgb = sample.rgb / sdr_white_level;\n"
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" sample.r = sample.r / (1.0f + sample.r) * 80.f;\n"
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" sample.g = sample.g / (1.0f + sample.g) * 80.f;\n"
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" sample.b = sample.b / (1.0f + sample.b) * 80.f;\n"
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"\n"
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" sample = saturate (sample);\n"
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" sample.r = srgb_encode (sample.r);\n"
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" sample.g = srgb_encode (sample.g);\n"
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" sample.b = srgb_encode (sample.b);\n"
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"\n"
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" return sample;\n"
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"}\n";
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#endif
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@ -26,6 +26,8 @@
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#include "PSMain_color.hlsl"
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#include "PSMain_sample_premul.hlsl"
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#include "PSMain_sample.hlsl"
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#include "PSMain_sample_scrgb_tonemap.hlsl"
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#include "PSMain_sample_scrgb.hlsl"
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#include "PSMain_snow.hlsl"
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#include "VSMain_color.hlsl"
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#include "VSMain_coord.hlsl"
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@ -6,6 +6,8 @@ hlsl_sources = [
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['PSMain_color', 'ps'],
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['PSMain_sample_premul', 'ps'],
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['PSMain_sample', 'ps'],
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['PSMain_sample_scrgb_tonemap', 'ps'],
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['PSMain_sample_scrgb', 'ps'],
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['PSMain_snow', 'ps'],
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['VSMain_color', 'vs'],
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['VSMain_coord', 'vs'],
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