TmAverageLuminance.comp.glsl 2.5 KB

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  1. // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "shaders/Common.glsl"
  6. #include "shaders/Tonemapping.glsl"
  7. #if IS_RT_MIPMAP == 0
  8. #error Wrong mipmap
  9. #endif
  10. const uint WORKGROUP_SIZE_X = 16u;
  11. const uint WORKGROUP_SIZE_Y = 16u;
  12. const uint WORKGROUP_SIZE = WORKGROUP_SIZE_X * WORKGROUP_SIZE_Y;
  13. layout(local_size_x = WORKGROUP_SIZE_X, local_size_y = WORKGROUP_SIZE_Y, local_size_z = 1) in;
  14. const uint MIPMAP_WIDTH = ANKI_RENDERER_WIDTH / (2u << (IS_RT_MIPMAP - 1u));
  15. const uint MIPMAP_HEIGHT = ANKI_RENDERER_HEIGHT / (2u << (IS_RT_MIPMAP - 1u));
  16. const uint PIXEL_READ_X = MIPMAP_WIDTH / WORKGROUP_SIZE_X;
  17. const uint PIXEL_READ_Y = MIPMAP_HEIGHT / WORKGROUP_SIZE_Y;
  18. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_isRt;
  19. layout(std140, ANKI_SS_BINDING(0, 0)) buffer _blk
  20. {
  21. vec4 u_averageLuminancePad3;
  22. };
  23. shared float g_avgLum[WORKGROUP_SIZE];
  24. void main()
  25. {
  26. // Gather the log-average luminance of a tile
  27. float avgLum = 0.0;
  28. uint yStart = gl_LocalInvocationID.y * PIXEL_READ_Y;
  29. uint xStart = gl_LocalInvocationID.x * PIXEL_READ_X;
  30. for(uint y = 0; y < PIXEL_READ_Y; ++y)
  31. {
  32. for(uint x = 0; x < PIXEL_READ_X; ++x)
  33. {
  34. ivec2 uv = ivec2(xStart, yStart) + ivec2(x, y);
  35. // WORKAROUND
  36. #if defined(ANKI_VK) && defined(ANKI_VENDOR_NVIDIA)
  37. vec3 color = textureLod(u_isRt, vec2(uv) / vec2(MIPMAP_WIDTH, MIPMAP_HEIGHT), IS_RT_MIPMAP).rgb;
  38. #else
  39. vec3 color = texelFetch(u_isRt, uv, IS_RT_MIPMAP).rgb;
  40. #endif
  41. float lum = computeLuminance(color);
  42. // avgLum += log(lum);
  43. avgLum += lum / float(MIPMAP_WIDTH * MIPMAP_HEIGHT);
  44. }
  45. }
  46. // avgLum *= 1.0 / float(PIXEL_READ_X * PIXEL_READ_Y);
  47. g_avgLum[gl_LocalInvocationIndex] = avgLum;
  48. memoryBarrierShared();
  49. barrier();
  50. // Gather the results into one
  51. for(uint s = WORKGROUP_SIZE / 2u; s > 0u; s >>= 1u)
  52. {
  53. if(gl_LocalInvocationIndex < s)
  54. {
  55. g_avgLum[gl_LocalInvocationIndex] += g_avgLum[gl_LocalInvocationIndex + s];
  56. }
  57. memoryBarrierShared();
  58. barrier();
  59. }
  60. // Write the result
  61. if(gl_LocalInvocationIndex == 0)
  62. {
  63. float crntLum = g_avgLum[0];
  64. // crntLum = exp(crntLum / float(WORKGROUP_SIZE));
  65. crntLum = max(crntLum, 0.04);
  66. #if 1
  67. float prevLum = u_averageLuminancePad3.x;
  68. // Lerp between previous and new L value
  69. const float INTERPOLATION_FACTOR = 0.05;
  70. u_averageLuminancePad3.x = prevLum * (1.0 - INTERPOLATION_FACTOR) + crntLum * INTERPOLATION_FACTOR;
  71. #else
  72. u_averageLuminancePad3.x = crntLum;
  73. #endif
  74. }
  75. }