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