source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/tonemap.cg @ 3010

Revision 3010, 4.2 KB checked in by mattausch, 16 years ago (diff)
Line 
1#include "../shaderenv.h"
2
3
4struct frag
5{
6         // normalized screen position
7        float2 texCoord: TEXCOORD0;
8
9        float2 lt: TEXCOORD1; // left top
10        float2 rb: TEXCOORD2; // right bottom
11        float2 rt: TEXCOORD3; // right top
12        float2 lb: TEXCOORD4; // left bottom
13};
14
15
16struct pixel
17{
18        float4 col: COLOR0;
19};
20
21
22/*float4 DownSample(frag IN,
23                                  uniform sampler2D colors,
24                                  uniform float2 downSampleOffs[9]): COLOR
25{   
26    float4 average = .0f;
27
28        const float4 avgColor = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
29
30        float j = 0;
31        float4 color;
32
33    for (int i = 0; i < 9; ++ i)
34    {
35                color = tex2Dlod(colors, float4(IN.texCoord + downSampleOffs[i], 0, 0));
36                if (abs(color.w - avgColor.w) < 1e-3f)
37                {
38                        average += color;
39                        ++ j;
40                }
41    }
42       
43    //average *= 1.0f / 9.0f;
44    average *= 1.0f / j;
45
46    return average;
47}*/
48 
49float4 DownSample(frag IN,
50                                  uniform sampler2D colors,
51                                  uniform float2 downSampleOffs[NUM_DOWNSAMPLES]): COLOR
52{   
53    float4 average = .0f;
54
55    for (int i = 0; i < NUM_DOWNSAMPLES; ++ i)
56    {
57                average += tex2Dlod(colors, float4(IN.texCoord + downSampleOffs[i], 0, 0));
58    }
59       
60        average *= 1.0f / (float)NUM_DOWNSAMPLES;
61
62    return average;
63}
64
65
66/** Does the first downsampling step and on the same time calculates the
67        intensity.
68*/
69
70float4 GreyScaleDownSample(frag IN,
71                                                   uniform sampler2D colors,
72                                                   uniform float2 downSampleOffs[4]
73                                                   ): COLOR
74{
75
76        // Compute the average of the 4 necessary samples
77        float average = .0f;
78        float maximum = .0f;
79
80        // the rgb weights
81        const float3 w = float3(0.299f, 0.587f, 0.114f);
82        //float3 w = float3(0.2125f, 0.7154f, 0.0721f);
83
84        float4 color;
85
86        for (int i = 0; i < 4; ++ i)
87        {
88                color = tex2D(colors, downSampleOffs[i]);
89
90                const float intensity = dot(cols[i].rgb, w);
91
92                maximum = max(maximum, intensity);
93                average += log(1e-5f + intensity);
94        }
95
96        average *= 0.25f;
97
98        // Output the luminance to the render target
99        return float4(average, maximum, 0.0f, 1.0f);
100}
101   
102
103/** Used for downsampling the tone map parameters (average loglum, maximum)
104        to the next lower level. This has to be applied until there is only
105        a 1x1 texture which holds the required numbers.
106*/
107float4 DownSampleForToneMapping(frag IN,
108                                                                uniform sampler2D colors,
109                                                                uniform float2 downSampleOffs[4]): COLOR
110{   
111        float average = .0f;
112        float maximum = .0f;
113       
114        float4 color;
115
116        for (int i = 0; i < 4; ++ i)
117        {
118                color = tex2D(colors, downSampleOffs[i]);
119
120                maximum = max(maximum, color.y);
121                average += color.x;
122        }
123
124        average *= 1.0f / (float)NUM_DOWNSAMPLES;
125
126        return float4(average, maximum, 0.0f, 1.0f);
127}
128
129
130
131pixel ToneMap(frag IN,
132                          uniform sampler2D colors,
133                          uniform float imageKey,
134                          uniform float whiteLum,
135                          uniform float middleGrey)
136{
137        pixel OUT;
138       
139        float4 color = tex2D(colors, IN.texCoord);
140
141        const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z;
142       
143        // obtain new image key from highest mipmap level
144        float logLumScaled = tex2Dlod(colors, float4(.5f, .5f, 0, 99)).w;
145        float logLum = logLumScaled * LOGLUM_RANGE + MINLOGLUM;
146
147        float newImageKey = exp(logLum);
148
149        // adjust to middle gray
150        const float lum = middleGrey * pixLum / newImageKey;
151         
152        // map to range and calc burnout
153        const float scaleLum = lum * (1.0f + lum / whiteLum * whiteLum) / (1.0f + lum);
154
155        OUT.col = color * scaleLum / pixLum;
156        OUT.col.w = color.w;
157
158        return OUT;
159}
160
161
162pixel CalcAvgLogLum(frag IN, uniform sampler2D colors)
163{
164        ////////////
165        //-- write out logaritmic luminance for tone mapping
166
167        pixel OUT;
168       
169        const float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
170
171        OUT.col = color;
172
173        // the old loglum is stored in the hightest mipmap-level
174        float oldLogLum = tex2Dlod(colors, float4(IN.texCoord.xy, 0, MAX_LOD_LEVEL)).w;
175
176        // the intensity weights
177        const float3 w = float3(0.299f, 0.587f, 0.114f);
178
179        float lum = dot(color.rgb, w);
180        float logLum = log(1e-5f + lum);
181
182        float logLumOffset = MINLOGLUM * INV_LOGLUM_RANGE;
183        float logLumScaled = logLum * INV_LOGLUM_RANGE - logLumOffset;
184
185        if (oldLogLum > 1e-5f) // too bright
186                OUT.col.w = lerp(oldLogLum, logLumScaled, 0.1f);
187        else
188                OUT.col.w = logLumScaled;
189
190        return OUT;
191}
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