source: GTP/trunk/App/Demos/Illum/Standalone/Glow [DirectX]/ToneMap.fx @ 846

Revision 846, 3.7 KB checked in by szirmay, 19 years ago (diff)
Line 
1//Vertex Shader input
2struct VS_INPUT
3{
4        float4 pos : POSITION;
5        float2 tex0 : TEXCOORD0;
6};
7
8//Vertex Shader output
9struct VS_OUTPUT
10{
11        float4 pos : POSITION;
12        float2 tex0 : TEXCOORD0;
13};
14
15//Uniform parameters.
16uniform float4x4 modelViewProjection;
17uniform float Gain;
18uniform float dsWidth, dsHeight;
19
20// Texture samplers
21texture SourceTexture;
22sampler2D SourceTextureSampler = sampler_state
23{
24        texture = <SourceTexture>;
25        mipfilter = LINEAR;
26        AddressU = Wrap;
27        AddressV = Wrap;
28};
29
30texture LuminanceTexture;
31sampler2D LuminanceTextureSampler = sampler_state
32{
33        texture = <LuminanceTexture>;
34        mipfilter = LINEAR;
35        AddressU = Wrap;
36        AddressV = Wrap;
37};
38
39texture AverageLuminanceTexture;
40sampler2D AverageLuminanceTextureSampler = sampler_state
41{
42        texture = <AverageLuminanceTexture>;
43        mipfilter = LINEAR;
44        AddressU = Wrap;
45        AddressV = Wrap;
46};
47
48// Simple Vertex Shader with MVP
49VS_OUTPUT VS_myVertexShader(in VS_INPUT input){
50        VS_OUTPUT output0;
51        output0.pos = mul(input.pos,modelViewProjection);
52        output0.tex0 = input.tex0 + 0.5*float2(1.0f/dsWidth, 1.0f/dsHeight);
53        return output0;
54}
55
56// Luminance calculation
57float4 PS_Luminance(in float2 tex0:TEXCOORD0) : COLOR {
58        half4 texLookUp;
59        texLookUp.rgba = tex2D(SourceTextureSampler,tex0).rgba;
60
61        // D65 white conversion and weighting
62        half avg = texLookUp.r * 0.21f + texLookUp.g * 0.39f + texLookUp.b * 0.4f;
63        return half4(avg, 0, 0, 1);
64}
65
66// Horizontal blur
67half4 PS_Blur_h(in float2 tex0:TEXCOORD0) : COLOR {
68        half4 texLookUp_h;
69                       
70        texLookUp_h =    tex2D(LuminanceTextureSampler, float2(tex0.x-(3.86979f/dsWidth), tex0.y)) +
71                                         tex2D(LuminanceTextureSampler, float2(tex0.x-(1.72291f/dsWidth), tex0.y)) +
72                                         tex2D(LuminanceTextureSampler, tex0) +
73                                         tex2D(LuminanceTextureSampler, float2(tex0.x+(1.72291f/dsWidth), tex0.y)) +
74                                         tex2D(LuminanceTextureSampler, float2(tex0.x+(3.86979f/dsWidth), tex0.y));
75
76        return texLookUp_h / 5 ;
77}
78
79// Vertical blur
80half4 PS_Blur_v(in float2 tex0:TEXCOORD0) : COLOR {
81        half4 texLookUp_v;
82               
83        texLookUp_v =    tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y-(3.86979f/dsHeight)))+
84                                         tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y-(1.72291f/dsHeight)))+
85                                         tex2D(LuminanceTextureSampler, tex0)+
86                                         tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y+(1.72291f/dsHeight)))+
87                                         tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y+(3.86979f/dsHeight)));
88
89        return texLookUp_v / 5 ;
90}
91
92// Final calculation
93half4 PS_Final(in float2 tex0:TEXCOORD0) : COLOR {
94
95        // Automatic key calculation
96        half Key = 1.03f - 2.0f / (2.0f + log10(tex2D(AverageLuminanceTextureSampler, tex0).r + 1.0f));
97        // Relative luminance
98        half RelLum =  Key* tex2D(LuminanceTextureSampler, tex0).r /
99                                                  tex2D(AverageLuminanceTextureSampler, tex0).r;
100        half Lum = RelLum / (1 + RelLum);
101        // Color weghting
102        half4 Color = tex2D(SourceTextureSampler, tex0) * Lum;
103        // Gamma correction
104        Color = pow(Color * half4(1.05f, 0.97f, 1.27f, 1.0f), Gain);
105        return Color;
106}
107
108technique Blur_h
109{
110    pass P0{
111        // compiler directives
112        VertexShader = compile vs_2_0 VS_myVertexShader();
113        PixelShader  = compile ps_2_0 PS_Blur_h();
114    }
115}
116
117technique Blur_v
118{
119    pass P0{
120        // compiler directives
121        VertexShader = compile vs_2_0 VS_myVertexShader();
122        PixelShader  = compile ps_2_0 PS_Blur_v();
123    }
124}
125
126technique Luminance
127{
128    pass P0{
129        // compiler directives
130        VertexShader = compile vs_2_0 VS_myVertexShader();
131        PixelShader  = compile ps_2_0 PS_Luminance();
132    }
133}
134
135technique FinalTechnique
136{
137    pass P0{
138        // compiler directives
139        VertexShader = compile vs_2_0 VS_myVertexShader();
140        PixelShader  = compile ps_2_0 PS_Final();
141    }
142}
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