More lighting changes
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@@ -84,14 +84,14 @@ float3 agxEotf(float3 val) {
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val = mul(agx_mat_inv, val);
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// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
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//val = pow(val, float3(2.2));
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val = pow(val, float3(2.2));
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return val;
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}
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float3 agxLook(float3 val, float avgLum) {
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float3 agxLook(float3 val) {
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const float3 lw = float3(0.2126, 0.7152, 0.0722);
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float luma = dot(val, lw) / (9.6 * avgLum + 0.00001);
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float luma = dot(val, lw);
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// Default
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float3 offset = pToneMappingParams.offset.xyz;
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@@ -108,10 +108,9 @@ float3 agxLook(float3 val, float avgLum) {
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float4 toneMapping(float2 uv : UV) : SV_Target
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{
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float3 hdrValue = pToneMappingParams.hdrInputTexture.Sample(pToneMappingParams.hdrSampler, uv).rgb;
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float avgLum = pToneMappingParams.averageLuminance[0];
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float3 value = agx(hdrValue);
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value = agxLook(value, avgLum);
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float3 value = agx(hdrValue / 1000);
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value = agxLook(value);
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value = agxEotf(value);
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return float4(value, 1);
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