PPBloomClip.bsl 1.3 KB

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  1. #include "$ENGINE$\ColorSpace.bslinc"
  2. shader PPBloomClip
  3. {
  4. mixin ColorSpace;
  5. variations
  6. {
  7. AUTO_EXPOSURE = { true, false };
  8. };
  9. depth
  10. {
  11. read = false;
  12. write = false;
  13. };
  14. code
  15. {
  16. struct VStoFS
  17. {
  18. float4 position : SV_POSITION;
  19. float2 uv0 : TEXCOORD0;
  20. float exposureScale : TEXCOORD1;
  21. };
  22. struct VertexInput
  23. {
  24. float2 screenPos : POSITION;
  25. float2 uv0 : TEXCOORD0;
  26. };
  27. Texture2D gEyeAdaptationTex;
  28. VStoFS vsmain(VertexInput input)
  29. {
  30. VStoFS output;
  31. output.position = float4(input.screenPos, 0, 1);
  32. output.uv0 = input.uv0;
  33. output.exposureScale = gEyeAdaptationTex.Load(int3(0, 0, 0)).r;
  34. return output;
  35. }
  36. SamplerState gInputSamp;
  37. Texture2D gInputTex;
  38. cbuffer Input
  39. {
  40. float gThreshold;
  41. float gManualExposureScale;
  42. }
  43. float4 fsmain(VStoFS input) : SV_Target0
  44. {
  45. float3 sceneColor = gInputTex.Sample(gInputSamp, input.uv0).rgb;
  46. float luminance = LuminanceRGB(sceneColor);
  47. #if AUTO_EXPOSURE
  48. luminance = luminance * input.exposureScale;
  49. #else
  50. luminance = luminance * gManualExposureScale;
  51. #endif
  52. float clippedLuminance = luminance - gThreshold;
  53. float bloomMask = saturate(clippedLuminance / 2.0f);
  54. return float4(sceneColor * bloomMask, 0.0f);
  55. }
  56. };
  57. };