diff --git a/resource/shaders/HDR/basic_hdr_shader_ps.hlsl b/resource/shaders/HDR/basic_hdr_shader_ps.hlsl index 34c464944..95a98ee96 100644 --- a/resource/shaders/HDR/basic_hdr_shader_ps.hlsl +++ b/resource/shaders/HDR/basic_hdr_shader_ps.hlsl @@ -243,13 +243,11 @@ main (PS_INPUT input) : SV_TARGET if (visualFunc.y == 1) { - analyze_color = float4 (Clamp_scRGB_StripNaN (analyze_color.rgb),saturate (analyze_color.a)); + //analyze_color = float4 (Clamp_scRGB_StripNaN (analyze_color.rgb),saturate (analyze_color.a)); // 0 => i.e. true black seems to get mapped outside of Rec.709 / P3 - analyze_color.rgb *= - ( (orig_color.r > FP16_MIN) + - (orig_color.g > FP16_MIN) + - (orig_color.b > FP16_MIN) > 0.0f ); + //analyze_color.rgb *= ((orig_color.r > FP16_MIN) + (orig_color.g > FP16_MIN) + (orig_color.b > FP16_MIN) > 0.0f ); + //analyze_color.rgb = // clamp (LinearToPQ (REC709toREC2020 (analyze_color.rgb), 125.0f), 0.0, 1.0);