Urho3D/bin/CoreData/Shaders/HLSL/AutoExposure.hlsl
2015-05-04 21:26:52 +03:00

119 lines
3.9 KiB
HLSL

#include "Uniforms.hlsl"
#include "Transform.hlsl"
#include "Samplers.hlsl"
#include "ScreenPos.hlsl"
#include "PostProcess.hlsl"
uniform float cAutoExposureAdaptRate;
uniform float2 cAutoExposureLumRange;
uniform float cAutoExposureMiddleGrey;
uniform float2 cHDR128Offsets;
uniform float2 cLum64Offsets;
uniform float2 cLum16Offsets;
uniform float2 cLum4Offsets;
uniform float2 cHDR128InvSize;
uniform float2 cLum64InvSize;
uniform float2 cLum16InvSize;
uniform float2 cLum4InvSize;
#ifndef D3D11
float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
#else
float GatherAvgLum(Texture2D tex, SamplerState texSampler, float2 texCoord, float2 texelSize)
#endif
{
float lumAvg = 0.0;
#ifndef D3D11
lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
#else
lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
#endif
return lumAvg / 4.0;
}
void VS(float4 iPos : POSITION,
out float2 oTexCoord : TEXCOORD0,
out float2 oScreenPos : TEXCOORD1,
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oTexCoord = GetQuadTexCoord(oPos);
#ifdef LUMINANCE64
oTexCoord = GetQuadTexCoord(oPos) + cHDR128Offsets;
#endif
#ifdef LUMINANCE16
oTexCoord = GetQuadTexCoord(oPos) + cLum64Offsets;
#endif
#ifdef LUMINANCE4
oTexCoord = GetQuadTexCoord(oPos) + cLum16Offsets;
#endif
#ifdef LUMINANCE1
oTexCoord = GetQuadTexCoord(oPos) + cLum4Offsets;
#endif
oScreenPos = GetScreenPosPreDiv(oPos);
}
void PS(float2 iTexCoord : TEXCOORD0,
float2 iScreenPos : TEXCOORD1,
out float4 oColor : OUTCOLOR0)
{
#ifdef LUMINANCE64
float logLumSum = 0.0;
logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
oColor = logLumSum;
#endif
#ifdef LUMINANCE16
#ifndef D3D11
oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
#else
oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum64InvSize);
#endif
#endif
#ifdef LUMINANCE4
#ifndef D3D11
oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
#else
oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum16InvSize);
#endif
#endif
#ifdef LUMINANCE1
#ifndef D3D11
oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
#else
oColor = exp(GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
#endif
#endif
#ifdef ADAPTLUMINANCE
float adaptedLum = Sample2D(DiffMap, iTexCoord).r;
float lum = clamp(Sample2D(NormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
#endif
#ifdef EXPOSE
float3 color = Sample2D(DiffMap, iScreenPos).rgb;
float adaptedLum = Sample2D(NormalMap, iTexCoord).r;
oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
#endif
}