#include "$ENGINE$\PPTonemapCommon.bslinc" Parameters = { Sampler2D gInputSamp : alias("gInputTex"); Texture2D gInputTex; Sampler3D gColorLUTSamp : alias("gColorLUT"); Texture3D gColorLUT; Texture2D gEyeAdaptationTex; }; Blocks = { Block Input; }; Technique : inherits("PPTonemapCommon") = { Language = "HLSL11"; Pass = { DepthWrite = false; DepthRead = false; Common = { struct VStoFS { float4 position : SV_POSITION; float2 uv0 : TEXCOORD0; float exposureScale : TEXCOORD1; }; }; Vertex = { struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; Texture2D gEyeAdaptationTex; VStoFS main(VertexInput input) { VStoFS output; output.position = float4(input.screenPos, 0, 1); output.uv0 = input.uv0; output.exposureScale = gEyeAdaptationTex.Load(int3(0, 0, 0)).r; return output; } }; Fragment = { SamplerState gInputSamp; Texture2D gInputTex; SamplerState gColorLUTSamp; Texture3D gColorLUT; cbuffer Input { float gRawGamma; float gManualExposureScale; } float3 ColorLookupTable(float3 linearColor) { float3 logColor = LinearToLogColor(linearColor); float3 UVW = logColor * ((LUT_SIZE - 1) / (float)LUT_SIZE) + (0.5f / LUT_SIZE); float3 gradedColor = gColorLUT.Sample(gColorLUTSamp, UVW).rgb; return gradedColor; } float4 main(VStoFS input) : SV_Target0 { float4 sceneColor = gInputTex.Sample(gInputSamp, input.uv0); #if AUTO_EXPOSURE sceneColor.rgb = sceneColor.rgb * input.exposureScale; #else sceneColor.rgb = sceneColor.rgb * gManualExposureScale; #endif #if GAMMA_ONLY sceneColor.rgb = pow(sceneColor.rgb, gRawGamma); #else sceneColor.rgb = ColorLookupTable(sceneColor.rgb); #endif return sceneColor; } }; }; }; Technique : inherits("PPTonemapCommon") = { Language = "GLSL"; Pass = { DepthWrite = false; DepthRead = false; Vertex = { in vec2 bs_position; in vec2 bs_texcoord0; out VStoFS { vec2 uv0; float exposureScale; } VSOutput; uniform sampler2D gEyeAdaptationTex; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = vec4(bs_position, 0, 1); VSOutput.uv0 = bs_texcoord0; VSOutput.exposureScale = texelFetch(gEyeAdaptationTex, ivec2(0, 0), 0).r; } }; Fragment = { in VStoFS { vec2 uv0; float exposureScale; } FSInput; uniform sampler2D gInputTex; uniform sampler3D gColorLUT; uniform Input { float gRawGamma; float gManualExposureScale; }; out vec4 fragColor; void ColorLookupTable(vec3 linearColor, out vec3 result) { vec3 logColor; LinearToLogColor(linearColor, logColor); vec3 UVW = logColor * ((LUT_SIZE - 1) / float(LUT_SIZE)) + (0.5f / LUT_SIZE); vec3 gradedColor = texture(gColorLUT, UVW).rgb; result = gradedColor; } void main() { vec4 sceneColor = texture2D(gInputTex, FSInput.uv0); #if AUTO_EXPOSURE sceneColor.rgb = sceneColor.rgb * FSInput.exposureScale; #else sceneColor.rgb = sceneColor.rgb * gManualExposureScale; #endif #if GAMMA_ONLY sceneColor.rgb = pow(sceneColor.rgb, vec3(gRawGamma)); #else vec3 lookupColor; ColorLookupTable(sceneColor.rgb, lookupColor); sceneColor.rgb = lookupColor; #endif fragColor = sceneColor; } }; }; };