#ifndef POSTPROCESS_V2 r5=tex2D(s4, _c0.x);//adaptation luminance //r5=1.0; float4 color; //r0=tex2D(s2, _v0.xy);//hdr color color=r0 + r11; float luma=0.27*color.r + 0.67*color.g + 0.06*color.b; //increase color float cgray=dot(color.xyz, 0.333);//luma float3 poweredcolor=pow(color.xyz, EColorSaturation); float newgray=dot(poweredcolor.xyz, 0.333); color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001); float4 colorbloom=tex2D(s3, _v0.xy); //bloom colorbloom.r*=1.1; colorbloom.g*=1.0; colorbloom.b*=0.9; //HERE 0.15 is bloom factor 1, soft bloom color=colorbloom * EBloomAmountV1 + color; //power from intensity r10.x=dot(color.xyz, _c12.xyz); //luminance r10.x*=EBrightnessV1; color*=r10.x; color=pow(color*2, 0.6)*0.3 + color*0.7; //adaptation r5.w=r5.x; r5.w=1.0/r5.w; color.xyz=color.xyz * r5.w; r3.xy=_c10.xwxw; r3.xy=r3.xy * r5.w; color=color * _c7.y; //pre multiply r1=color * _c7.z; //e multiply r1=r1 + _c7.w; //color=color / (r1 + _c7.w); //+1.0 color=color / r1; //HERE 0.8 is bloom for additive mix color=EBloomAmountAdditiveV1*colorbloom * r3.x + color; color=(1 - pow(2.4,-color))*0.5 + color*0.5 - pow(2, -color*2)*0.02; float middlegray=dot(color.xyz, 0.333); float3 diffcolor=color.rgb-middlegray; color.rgb+=diffcolor*0.6; color.xyz=saturate(color.xyz); color.xyz=color.xyz*0.6 + sin(color.xyz*1.57079)*0.4; #endif //not POSTPROCESS_V2