#include "common.h" struct vi { float4 p : POSITION; float4 c : COLOR0; float3 tc0 : TEXCOORD0; float3 tc1 : TEXCOORD1; }; struct v2p { float4 c : COLOR0; float3 tc0 : TEXCOORD0; float3 tc1 : TEXCOORD1; float4 hpos : SV_Position; }; v2p main (vi v) { v2p o; float4 tpos = mul (1000, v.p); o.hpos = mul (m_WVP, tpos); // xform, input in world coords, 1000 - magic number o.hpos.z = o.hpos.w; o.tc0 = v.tc0; // copy tc o.tc1 = v.tc1; // copy tc // float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ; float scale = s_tonemap.Load( int3(0,0,0) ).x; // float scale = s_tonemap.Load( int3(1,1,0) ).x; // o.c = float4 ( v.c.rgb*(scale*1.7), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a ); o.c = float4 ( v.c.rgb*(scale*2.0), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a ); return o; }