1 | #include "../shaderenv.h"
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2 |
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3 |
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4 | struct frag
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5 | {
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6 | // normalized screen position
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7 | float2 texCoord: TEXCOORD0;
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8 |
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9 | float2 lt: TEXCOORD1; // left top
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10 | float2 rb: TEXCOORD2; // right bottom
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11 | float2 rt: TEXCOORD3; // right top
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12 | float2 lb: TEXCOORD4; // left bottom
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13 | };
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14 |
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15 |
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16 | struct pixel
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17 | {
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18 | float4 col: COLOR0;
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19 | };
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20 |
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21 |
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22 | float4 DownSample(frag IN,
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23 | uniform sampler2D colors,
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24 | float2 downSampleOffs[16]) : COLOR
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25 | {
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26 | float4 average = .0f;
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27 |
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28 | for(int i = 0; i < 16; ++ i)
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29 | {
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30 | average += tex2D(colors, IN.texCoord + downSampleOffs[i]);
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31 | }
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32 |
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33 | average *= 1.0f / 16.0f;
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34 |
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35 | return average;
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36 | }
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37 |
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38 |
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39 | float4 GreyScaleDownSample(frag IN,
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40 | uniform sampler2D colors
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41 | ): 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 = .0f;
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46 | float maximum = .0f;
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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.lt);
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55 | cols[1] = tex2D(colors, IN.lb);
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56 | cols[2] = tex2D(colors, IN.rt);
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57 | cols[3] = tex2D(colors, IN.rb);
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58 |
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59 | for (int i = 0; i < 4; ++ i)
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60 | {
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61 | const float intensity = dot(cols[i].rgb, w);
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62 |
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63 | maximum = max(maximum, intensity);
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64 | average += log(1e-5f + intensity);
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65 | }
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66 |
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67 | average = exp(average * 0.25f);
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68 |
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69 | float4 hcols = cols[0] + cols[1] + cols[2] + cols[3];
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70 |
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71 | return hcols * 0.25f;
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72 | //return float4(average, maximum, 0.0f, cols[0].w);
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73 |
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74 | // Output the luminance to the render target
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75 | //return float4(average, maximum, 0.0f, 1.0f);
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76 | }
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77 |
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78 |
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79 | pixel ToneMap(frag IN,
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80 | uniform sampler2D colors,
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81 | uniform float imageKey,
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82 | uniform float whiteLum,
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83 | uniform float middleGrey)
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84 | {
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85 | pixel OUT;
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86 | float4 color = tex2D(colors, IN.texCoord);
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87 |
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88 | const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z;
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89 |
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90 | // obtain new image key from highest mipmap level
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91 | float logLumScaled = tex2Dlod(colors, float4(.5f, .5f, 0, 99)).w;
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92 | float logLum = logLumScaled * LOGLUM_RANGE + MINLOGLUM;
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93 |
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94 | float newImageKey = exp(logLum);
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95 |
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96 | // adjust to middle gray
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97 | const float lum = middleGrey * pixLum / newImageKey;
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98 |
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99 | // map to range and calc burnout
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100 | const float scaleLum = lum * (1.0f + lum / whiteLum * whiteLum) / (1.0f + lum);
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101 |
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102 | OUT.col = color * scaleLum / pixLum;
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103 | OUT.col.w = color.w;
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104 |
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105 | return OUT;
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106 | }
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107 |
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108 |
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109 | pixel CalcAvgLogLum(frag IN, uniform sampler2D colors)
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110 | {
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111 | ////////////
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112 | //-- write out logaritmic luminance for tone mapping
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113 |
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114 | pixel OUT;
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115 |
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116 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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117 |
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118 | OUT.col = color;
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119 |
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120 | // the old loglum is stored in the hightest mipmap-level
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121 | float oldLogLum = tex2Dlod(colors, float4(IN.texCoord.xy, 0, MAX_LOD_LEVEL)).w;
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122 |
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123 | // the intensity weights
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124 | const float3 w = float3(0.299f, 0.587f, 0.114f);
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125 |
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126 | float lum = dot(color.rgb, w);
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127 | float logLum = log(1e-5f + lum);
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128 |
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129 | float logLumOffset = MINLOGLUM * INV_LOGLUM_RANGE;
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130 | float logLumScaled = logLum * INV_LOGLUM_RANGE - logLumOffset;
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131 |
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132 | if (oldLogLum > 0)
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133 | OUT.col.w = lerp(oldLogLum, logLumScaled, 0.1f);
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134 | else
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135 | OUT.col.w = logLumScaled;
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136 |
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137 | return OUT;
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138 | } |
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