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- // RUN: %dxc -E main -T cs_6_0 %s | FileCheck %s
- // CHECK: sampleLevel
- // CHECK: FMax
- // CHECK: Saturate
- //
- // Copyright (c) Microsoft. All rights reserved.
- // This code is licensed under the MIT License (MIT).
- // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
- // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
- // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
- // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
- //
- // Developed by Minigraph
- //
- // Author: James Stanard
- //
- // The CS for extracting bright pixels and downsampling them to an unblurred bloom buffer.
- #include "ShaderUtility.hlsli"
- #include "PostEffectsRS.hlsli"
- SamplerState BiLinearClamp : register( s0 );
- Texture2D<float3> SourceTex : register( t0 );
- StructuredBuffer<float> Exposure : register( t1 );
- RWTexture2D<float3> BloomResult : register( u0 );
- RWTexture2D<uint> LumaResult : register( u1 );
- cbuffer cb0
- {
- float2 g_inverseOutputSize;
- float g_bloomThreshold;
- }
- [RootSignature(PostEffects_RootSig)]
- [numthreads( 8, 8, 1 )]
- void main( uint3 DTid : SV_DispatchThreadID )
- {
- // We need the scale factor and the size of one pixel so that our four samples are right in the middle
- // of the quadrant they are covering.
- float2 uv = (DTid.xy + 0.5) * g_inverseOutputSize;
- float2 offset = g_inverseOutputSize * 0.25;
- // Use 4 bilinear samples to guarantee we don't undersample when downsizing by more than 2x
- float3 color1 = SourceTex.SampleLevel( BiLinearClamp, uv + float2(-offset.x, -offset.y), 0 );
- float3 color2 = SourceTex.SampleLevel( BiLinearClamp, uv + float2( offset.x, -offset.y), 0 );
- float3 color3 = SourceTex.SampleLevel( BiLinearClamp, uv + float2(-offset.x, offset.y), 0 );
- float3 color4 = SourceTex.SampleLevel( BiLinearClamp, uv + float2( offset.x, offset.y), 0 );
- float luma1 = RGBToLuminance(color1);
- float luma2 = RGBToLuminance(color2);
- float luma3 = RGBToLuminance(color3);
- float luma4 = RGBToLuminance(color4);
- const float kSmallEpsilon = 0.0001;
- float ScaledThreshold = g_bloomThreshold * Exposure[1]; // BloomThreshold / Exposure
- // We perform a brightness filter pass, where lone bright pixels will contribute less.
- color1 *= max(kSmallEpsilon, luma1 - ScaledThreshold) / (luma1 + kSmallEpsilon);
- color2 *= max(kSmallEpsilon, luma2 - ScaledThreshold) / (luma2 + kSmallEpsilon);
- color3 *= max(kSmallEpsilon, luma3 - ScaledThreshold) / (luma3 + kSmallEpsilon);
- color4 *= max(kSmallEpsilon, luma4 - ScaledThreshold) / (luma4 + kSmallEpsilon);
- // The shimmer filter helps remove stray bright pixels from the bloom buffer by inversely weighting
- // them by their luminance. The overall effect is to shrink bright pixel regions around the border.
- // Lone pixels are likely to dissolve completely. This effect can be tuned by adjusting the shimmer
- // filter inverse strength. The bigger it is, the less a pixel's luminance will matter.
- const float kShimmerFilterInverseStrength = 1.0f;
- float weight1 = 1.0f / (luma1 + kShimmerFilterInverseStrength);
- float weight2 = 1.0f / (luma2 + kShimmerFilterInverseStrength);
- float weight3 = 1.0f / (luma3 + kShimmerFilterInverseStrength);
- float weight4 = 1.0f / (luma4 + kShimmerFilterInverseStrength);
- float weightSum = weight1 + weight2 + weight3 + weight4;
- BloomResult[DTid.xy] = (color1 * weight1 + color2 * weight2 + color3 * weight3 + color4 * weight4) / weightSum;
- float luma = (luma1 + luma2 + luma3 + luma4) * 0.25;
- // Prevent divide by 0 and put only pure black pixels in Histogram[0]
- if (luma == 0.0)
- {
- LumaResult[DTid.xy] = 0;
- }
- else
- {
- const float MinLog = Exposure[4];
- const float RcpLogRange = Exposure[7];
- float logLuma = saturate((log2(luma) - MinLog) * RcpLogRange); // Rescale to [0.0, 1.0]
- LumaResult[DTid.xy] = logLuma * 254.0 + 1.0; // Rescale to [1, 255]
- }
- }
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