/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include float CalcLuminance(float3 color) { return dot(color, float3(0.299f, 0.587f, 0.114f)); } ShaderResourceGroup TextureInstanceSrg : SRG_PerObject { Texture2D m_texture; Sampler m_sampler { MaxAnisotropy = 16; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; } struct VSInput { float3 m_position : POSITION; float2 m_uv : UV0; }; struct VSOutput { float4 m_position : SV_Position; float2 m_uv : UV0; }; VSOutput MainVS(VSInput vsInput) { VSOutput OUT; OUT.m_position = float4(vsInput.m_position, 1.0); OUT.m_uv = vsInput.m_uv; return OUT; } struct PSOutput { float4 m_color : SV_Target0; }; PSOutput MainPS(VSOutput IN) { PSOutput OUT; float3 color = TextureInstanceSrg::m_texture.Sample(TextureInstanceSrg::m_sampler, IN.m_uv).rgb; float luminance = log(max(CalcLuminance(color), 0.00001f)); OUT.m_color = float4(luminance, 1.0f, 1.0f, 1.0f); return OUT; };