source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/tonemap.cg @ 3017

Revision 3017, 4.3 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 
49
50// let bilinear filtering do its work
51float4 DownSample(frag IN,
52                                  uniform sampler2D colors,
53                                  uniform float2 downSampleOffs[NUM_DOWNSAMPLES]): COLOR
54{   
55        return tex2Dlod(colors, float4(IN.texCoord, 0, 0));
56/*
57    float4 average = .0f;
58
59    for (int i = 0; i < NUM_DOWNSAMPLES; ++ i)
60    {
61                average += tex2Dlod(colors, float4(IN.texCoord + downSampleOffs[i], 0, 0));
62    }
63       
64        average *= 1.0f / (float)NUM_DOWNSAMPLES;
65
66    return average;*/
67}
68
69
70/** Does the first downsampling step and on the same time calculates the
71        intensity.
72*/
73
74float4 GreyScaleDownSample(frag IN,
75                                                   uniform sampler2D colors,
76                                                   uniform float2 downSampleOffs[4]
77                                                   ): COLOR
78{
79
80        // Compute the average of the 4 necessary samples
81        float average = .0f;
82        float maximum = .0f;
83
84        // the rgb weights
85        const float3 w = float3(0.299f, 0.587f, 0.114f);
86        //float3 w = float3(0.2125f, 0.7154f, 0.0721f);
87
88        float4 color;
89
90        for (int i = 0; i < 4; ++ i)
91        {
92                color = tex2D(colors, downSampleOffs[i]);
93
94                const float intensity = dot(cols[i].rgb, w);
95
96                maximum = max(maximum, intensity);
97                average += log(1e-5f + intensity);
98        }
99
100        average *= 0.25f;
101
102        // Output the luminance to the render target
103        return float4(average, maximum, 0.0f, 1.0f);
104}
105   
106
107/** Used for downsampling the tone map parameters (average loglum, maximum)
108        to the next lower level. This has to be applied until there is only
109        a 1x1 texture which holds the required numbers.
110*/
111float4 DownSampleForToneMapping(frag IN,
112                                                                uniform sampler2D colors,
113                                                                uniform float2 downSampleOffs[4]): COLOR
114{   
115        float average = .0f;
116        float maximum = .0f;
117       
118        float4 color;
119
120        for (int i = 0; i < 4; ++ i)
121        {
122                color = tex2D(colors, downSampleOffs[i]);
123
124                maximum = max(maximum, color.y);
125                average += color.x;
126        }
127
128        average *= 1.0f / (float)NUM_DOWNSAMPLES;
129
130        return float4(average, maximum, 0.0f, 1.0f);
131}
132
133
134
135pixel ToneMap(frag IN,
136                          uniform sampler2D colors,
137                          uniform float imageKey,
138                          uniform float whiteLum,
139                          uniform float middleGrey)
140{
141        pixel OUT;
142       
143        float4 color = tex2D(colors, IN.texCoord);
144
145        const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z;
146       
147        // obtain new image key from highest mipmap level
148        float logLumScaled = tex2Dlod(colors, float4(.5f, .5f, 0, 99)).w;
149        float logLum = logLumScaled * LOGLUM_RANGE + MINLOGLUM;
150
151        float newImageKey = exp(logLum);
152
153        // adjust to middle gray
154        const float lum = middleGrey * pixLum / newImageKey;
155         
156        // map to range and calc burnout
157        const float scaleLum = lum * (1.0f + lum / whiteLum * whiteLum) / (1.0f + lum);
158
159        OUT.col = color * scaleLum / pixLum;
160        OUT.col.w = color.w;
161
162        return OUT;
163}
164
165
166pixel CalcAvgLogLum(frag IN, uniform sampler2D colors)
167{
168        ////////////
169        //-- write out logaritmic luminance for tone mapping
170
171        pixel OUT;
172       
173        const float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
174
175        OUT.col = color;
176
177        // the old loglum is stored in the hightest mipmap-level
178        float oldLogLum = tex2Dlod(colors, float4(IN.texCoord.xy, 0, MAX_LOD_LEVEL)).w;
179
180        // the intensity weights
181        const float3 w = float3(0.299f, 0.587f, 0.114f);
182
183        float lum = dot(color.rgb, w);
184        float logLum = log(1e-5f + lum);
185
186        float logLumOffset = MINLOGLUM * INV_LOGLUM_RANGE;
187        float logLumScaled = logLum * INV_LOGLUM_RANGE - logLumOffset;
188
189        if (oldLogLum > 1e-5f) // too bright
190                OUT.col.w = lerp(oldLogLum, logLumScaled, 0.1f);
191        else
192                OUT.col.w = logLumScaled;
193
194        return OUT;
195}
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