diff --git a/shaders/cAutoExposure.fx b/shaders/cAutoExposure.fx index 697cc67..a69d141 100644 --- a/shaders/cAutoExposure.fx +++ b/shaders/cAutoExposure.fx @@ -72,13 +72,14 @@ float4 PS_Blit(VS2PS_Quad Input) : SV_TARGET0 float3 PS_Exposure(VS2PS_Quad Input) : SV_TARGET0 { float4 Color = tex2D(CShade_SampleColorTex, Input.Tex0); - float Luma = tex2Dlod(SampleLumaTex, float4(Tex, 0.0, 99.0)).r; - float3 ExposedColor = ApplyAutoExposure(Color.rgb, Luma, _ManualBias); + float Luma = tex2Dlod(SampleLumaTex, float4(Input.Tex0, 0.0, 99.0)).r; + float3 ExposedColor = ApplyAutoExposure(Color.rgb, Luma); if (_Debug) { // Unpack screen coordinates - float2 Pos = (Expand(Input.Tex0) - float2(_Offset.x, -_Offset.y)) * BUFFER_SIZE_0; + float2 Pos = (Input.Tex0 * 2.0) - 1.0; + Pos = (Pos - float2(_Offset.x, -_Offset.y)) * BUFFER_SIZE_0; float Factor = BUFFER_SIZE_0.y * _Scale; // Create the needed mask diff --git a/shaders/cMedian.fx b/shaders/cMedian.fx index ba46754..ea72178 100644 --- a/shaders/cMedian.fx +++ b/shaders/cMedian.fx @@ -31,7 +31,7 @@ float4 Med9(float4 X0, float4 X1, float4 X2, return Med3(A, B, C); } -float4 PS_Median(VS2PS_Median Input) : SV_TARGET0 +float4 PS_Median(VS2PS_Quad Input) : SV_TARGET0 { float2 PixelSize = fwidth(Input.Tex0.xy); float4 Tex0 = Input.Tex0.xyyy + (float4(-1.0, 1.0, 0.0, -1.0) * PixelSize.xyyy); diff --git a/shaders/shared/cTonemap.fxh b/shaders/shared/cTonemap.fxh index 9295f08..b6dcdd2 100644 --- a/shaders/shared/cTonemap.fxh +++ b/shaders/shared/cTonemap.fxh @@ -86,7 +86,7 @@ ui_tooltip = "Select a tonemap operator for the output"; ui_type = "combo"; ui_items = "None\0Reinhard\0DirectX Graphics Tonemap\0ACES Filmic Approximation\0"; - > = 1; + > = 2; float3 ApplyTonemap(float3 HDR) {