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@@ -16,20 +16,31 @@ uniform float2 cLum64InvSize;
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uniform float2 cLum16InvSize;
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uniform float2 cLum16InvSize;
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uniform float2 cLum4InvSize;
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uniform float2 cLum4InvSize;
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+#ifndef D3D11
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float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
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float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
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+#else
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+float GatherAvgLum(Texture2D tex, SamplerState texSampler, float2 texCoord, float2 texelSize)
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+#endif
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{
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{
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float lumAvg = 0.0;
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float lumAvg = 0.0;
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+ #ifndef D3D11
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lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
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lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
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+ #else
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+ lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
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+ lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
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+ lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
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+ lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
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+ #endif
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return lumAvg / 4.0;
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return lumAvg / 4.0;
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}
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}
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void VS(float4 iPos : POSITION,
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void VS(float4 iPos : POSITION,
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- out float4 oPos : POSITION,
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out float2 oTexCoord : TEXCOORD0,
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out float2 oTexCoord : TEXCOORD0,
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- out float2 oScreenPos : TEXCOORD1)
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+ out float2 oScreenPos : TEXCOORD1,
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+ out float4 oPos : OUTPOSITION)
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{
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{
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float4x3 modelMatrix = iModelMatrix;
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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float3 worldPos = GetWorldPos(modelMatrix);
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@@ -58,38 +69,50 @@ void VS(float4 iPos : POSITION,
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void PS(float2 iTexCoord : TEXCOORD0,
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void PS(float2 iTexCoord : TEXCOORD0,
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float2 iScreenPos : TEXCOORD1,
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float2 iScreenPos : TEXCOORD1,
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- out float4 oColor : COLOR0)
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+ out float4 oColor : OUTCOLOR0)
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{
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{
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#ifdef LUMINANCE64
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#ifdef LUMINANCE64
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float logLumSum = 0.0;
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float logLumSum = 0.0;
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- logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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- logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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- logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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- logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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+ logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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+ logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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+ logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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+ logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
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oColor = logLumSum;
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oColor = logLumSum;
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#endif
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#endif
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#ifdef LUMINANCE16
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#ifdef LUMINANCE16
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+ #ifndef D3D11
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oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
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oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
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+ #else
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+ oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum64InvSize);
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+ #endif
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#endif
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#endif
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#ifdef LUMINANCE4
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#ifdef LUMINANCE4
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+ #ifndef D3D11
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oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
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oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
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+ #else
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+ oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum16InvSize);
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+ #endif
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#endif
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#endif
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#ifdef LUMINANCE1
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#ifdef LUMINANCE1
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+ #ifndef D3D11
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oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
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oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
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+ #else
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+ oColor = exp(GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
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+ #endif
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#endif
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#endif
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#ifdef ADAPTLUMINANCE
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#ifdef ADAPTLUMINANCE
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- float adaptedLum = tex2D(sDiffMap, iTexCoord).r;
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- float lum = clamp(tex2D(sNormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
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+ float adaptedLum = Sample2D(DiffMap, iTexCoord).r;
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+ float lum = clamp(Sample2D(NormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
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oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
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oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
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#endif
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#endif
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#ifdef EXPOSE
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#ifdef EXPOSE
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- float3 color = tex2D(sDiffMap, iScreenPos).rgb;
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- float adaptedLum = tex2D(sNormalMap, iTexCoord).r;
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+ float3 color = Sample2D(DiffMap, iScreenPos).rgb;
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+ float adaptedLum = Sample2D(NormalMap, iTexCoord).r;
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oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
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oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
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#endif
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#endif
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}
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}
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