Fix D3D12 final color shader keyword collision
This commit is contained in:
@@ -13,10 +13,10 @@ struct PSInput {
|
||||
};
|
||||
|
||||
float SRGBEncodeChannel(float value) {
|
||||
const float linear = max(value, 0.0f);
|
||||
return linear <= 0.0031308f
|
||||
? linear * 12.92f
|
||||
: 1.055f * pow(linear, 1.0f / 2.4f) - 0.055f;
|
||||
const float linearValue = max(value, 0.0f);
|
||||
return linearValue <= 0.0031308f
|
||||
? linearValue * 12.92f
|
||||
: 1.055f * pow(linearValue, 1.0f / 2.4f) - 0.055f;
|
||||
}
|
||||
|
||||
float3 ApplyLinearToSRGB(float3 color) {
|
||||
|
||||
Reference in New Issue
Block a user