diff --git a/resource/shaders/HDR/basic_hdr_shader_ps.hlsl b/resource/shaders/HDR/basic_hdr_shader_ps.hlsl index af6c13479..1e8929eb0 100644 --- a/resource/shaders/HDR/basic_hdr_shader_ps.hlsl +++ b/resource/shaders/HDR/basic_hdr_shader_ps.hlsl @@ -509,52 +509,8 @@ float4 main (PS_INPUT input) : SV_TARGET vTriangle ) && vColor_xyY.x != vColor_xyY.y; - if (bContained) - { -#if 0 - // Visualize wider-than-Rec709 - if (cs > 0) - { - r = SK_Color_xyY_from_RGB ( _ColorSpaces [0], float3 (1.f, 0.f, 0.f) ), - g = SK_Color_xyY_from_RGB ( _ColorSpaces [0], float3 (0.f, 1.f, 0.f) ), - b = SK_Color_xyY_from_RGB ( _ColorSpaces [0], float3 (0.f, 0.f, 1.f) ); - - fColorXYZ = - SK_Color_xyY_from_RGB ( _ColorSpaces [0], hdr_color.rgb ); - - float3 vTriangle2 [] = { - r, g, b - }; - - bContained = - SK_Triangle_ContainsPoint (fColorXYZ, vTriangle2); - - if (! bContained) - { - fScale = 0.0f; - } - } -#endif - } - float3 vDist = bContained ? (hdrLuminance_MaxAvg / 320.0) * Luminance (hdr_color.rgb) : fDistField; - //hdr_color.rgb; - -#if 0 - // Gamut Overshoot - if (fScale == 1.0f && (! bContained) && cs != 0) - { - float fTime = - TWO_PI * (float)(currentTime % 3333) / 3333.3; - - vDist.r = sin (fTime); - vDist.g = sin (fTime * 2.0f); - vDist.b = cos (fTime); - - vDist *= ( hdrLuminance_MaxLocal / 80.0 ); - } -#endif return FinalOutput (float4 (vDist, 1.0f));