1 | #include "../shaderenv.h"
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2 |
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3 |
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4 | struct fragment
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5 | {
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6 | // normalized screen position
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7 | float4 pos: WPOS;
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8 | float4 texCoord: TEXCOORD0;
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9 |
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10 | float2 lt: TEXCOORD1; // left top
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11 | float2 rb: TEXCOORD2; // right bottom
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12 | float2 rt: TEXCOORD3; // right top
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13 | float2 lb: TEXCOORD4; // left bottom
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14 | };
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15 |
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16 |
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17 | struct pixel
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18 | {
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19 | float4 col: COLOR0;
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20 | };
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21 |
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22 |
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23 | float4 DownSample(fragment IN,
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24 | uniform sampler2D colors,
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25 | float2 downSampleOffs[16]) : COLOR
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26 | {
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27 | float4 average = .0f;
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28 |
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29 | for(int i = 0; i < 16; ++ i)
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30 | {
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31 | average += tex2D(colors, IN.texCoord.xy + downSampleOffs[i]);
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32 | }
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33 |
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34 | average *= 1.0f / 16.0f;
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35 |
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36 | return average;
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37 | }
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38 |
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39 |
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40 | float4 GreyScaleDownSample(fragment IN,
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41 | uniform sampler2D colors): COLOR
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42 | {
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43 |
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44 | // Compute the average of the 4 necessary samples
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45 | float average = 0.0f;
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46 | float maximum = -1e20;
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47 |
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48 | // the rgb weights
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49 | const float3 w = float3(0.299f, 0.587f, 0.114f);
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50 | //float3 w = float3(0.2125f, 0.7154f, 0.0721f);
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51 |
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52 | float4 cols[4];
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53 |
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54 | cols[0] = tex2D(colors, IN.texCoord.xy + IN.lt.xy);
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55 | cols[1] = tex2D(colors, IN.texCoord.xy + IN.lb.xy);
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56 | cols[2] = tex2D(colors, IN.texCoord.xy + IN.rt.xy);
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57 | cols[3] = tex2D(colors, IN.texCoord.xy + IN.rb.xy);
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58 |
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59 |
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60 | for (int i = 0; i < 4; ++ i)
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61 | {
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62 | const float intensity = dot(cols[i].rgb, w);
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63 |
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64 | maximum = max(maximum, intensity);
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65 | average += (0.25f * log(1e-5f + intensity));
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66 | }
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67 |
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68 | average = exp(average);
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69 |
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70 | return tex2D(colors, IN.texCoord.xy);
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71 |
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72 | // Output the luminance to the render target
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73 | return float4(average, maximum, 0.0f, 1.0f);
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74 | }
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75 |
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76 |
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77 | pixel ToneMap(fragment IN,
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78 | uniform sampler2D colors,
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79 | uniform float imageKey,
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80 | uniform float whiteLum,
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81 | uniform float middleGrey)
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82 | {
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83 | pixel OUT;
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84 | float4 color = tex2D(colors, IN.texCoord.xy);
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85 |
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86 | const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z;
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87 |
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88 | // adjust to middle gray
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89 | const float lum = middleGrey * pixLum / imageKey;
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90 |
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91 | // map to range and calc burnout
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92 | const float scaleLum = lum * (1.0f + lum / whiteLum * whiteLum) / (1.0f + lum);
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93 |
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94 | OUT.col = color * scaleLum / pixLum;
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95 | OUT.col.w = color.w;
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96 |
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97 | return OUT;
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98 | } |
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