diff --git a/Templates/Full/game/shaders/common/postFx/hdr/finalPassCombineP.hlsl b/Templates/Full/game/shaders/common/postFx/hdr/finalPassCombineP.hlsl index 54c4bf9b7..43a71a4a0 100644 --- a/Templates/Full/game/shaders/common/postFx/hdr/finalPassCombineP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/hdr/finalPassCombineP.hlsl @@ -101,7 +101,17 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g; sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b; - sample = float4(tonemap(sample.rgb),1); + // Apply contrast + sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f; + + // Apply brightness + //sample.rgb += Brightness; + + //tonemapping - TODO fix up eye adaptation + if ( g_fEnableToneMapping > 0.0f ) + { + sample.rgb = tonemap(sample.rgb); + } return sample; } diff --git a/Templates/Full/game/shaders/common/postFx/hdr/gl/finalPassCombineP.glsl b/Templates/Full/game/shaders/common/postFx/hdr/gl/finalPassCombineP.glsl index aa04a1b71..8d418dbf9 100644 --- a/Templates/Full/game/shaders/common/postFx/hdr/gl/finalPassCombineP.glsl +++ b/Templates/Full/game/shaders/common/postFx/hdr/gl/finalPassCombineP.glsl @@ -38,7 +38,7 @@ uniform float g_fMiddleGray; uniform float g_fWhiteCutoff; uniform float g_fEnableBlueShift; -uniform vec3 g_fBlueShiftColor; +uniform vec3 g_fBlueShiftColor; uniform float g_fBloomScale; @@ -92,7 +92,7 @@ void main() // Lerp between current color and blue, desaturated copy vec3 rodColor = dot( _sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; _sample.rgb = mix( _sample.rgb, rodColor, coef ); - + rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor; bloom.rgb = mix( bloom.rgb, rodColor, coef ); } @@ -105,5 +105,17 @@ void main() _sample.g = texture( colorCorrectionTex, _sample.g ).g; _sample.b = texture( colorCorrectionTex, _sample.b ).b; + // Apply contrast + _sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f; + + // Apply brightness + //_sample.rgb += Brightness; + + //tonemapping - TODO fix up eye adaptation + if ( g_fEnableToneMapping > 0.0f ) + { + _sample.rgb = tonemap(_sample.rgb); + } + OUT_col = _sample; }