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@@ -0,0 +1,95 @@
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+#include "Uniforms.hlsl"
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+#include "Transform.hlsl"
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+#include "Samplers.hlsl"
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+#include "ScreenPos.hlsl"
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+#include "PostProcess.hlsl"
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+
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+uniform float cAutoExposureAdaptRate;
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+uniform float cAutoExposureMiddleGrey;
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+uniform float cAutoExposureSensitivity;
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+uniform float2 cHDR128Offsets;
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+uniform float2 cLum64Offsets;
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+uniform float2 cLum16Offsets;
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+uniform float2 cLum4Offsets;
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+uniform float2 cHDR128InvSize;
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+uniform float2 cLum64InvSize;
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+uniform float2 cLum16InvSize;
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+uniform float2 cLum4InvSize;
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+
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+float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
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+{
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+ float lumAvg = 0.0;
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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(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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+ 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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+ out float4 oPos : POSITION,
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+ out float2 oTexCoord : TEXCOORD0,
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+ out float2 oScreenPos : TEXCOORD1)
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+{
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+ float4x3 modelMatrix = iModelMatrix;
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+ float3 worldPos = GetWorldPos(modelMatrix);
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+ oPos = GetClipPos(worldPos);
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+
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+ oTexCoord = GetQuadTexCoord(oPos);
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+
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+ #ifdef LUMINANCE64
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+ oTexCoord = GetQuadTexCoord(oPos) + cHDR128Offsets;
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+ #endif
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+
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+ #ifdef LUMINANCE16
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+ oTexCoord = GetQuadTexCoord(oPos) + cLum64Offsets;
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+ #endif
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+
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+ #ifdef LUMINANCE4
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+ oTexCoord = GetQuadTexCoord(oPos) + cLum16Offsets;
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+ #endif
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+
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+ #ifdef LUMINANCE1
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+ oTexCoord = GetQuadTexCoord(oPos) + cLum4Offsets;
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+ #endif
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+
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+ oScreenPos = GetScreenPosPreDiv(oPos);
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+}
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+
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+void PS(float2 iTexCoord : TEXCOORD0,
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+ float2 iScreenPos : TEXCOORD1,
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+ out float4 oColor : COLOR0)
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+{
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+ #ifdef LUMINANCE64
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+ float logLumSum = 1e-5;
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+ logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights));
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+ logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights));
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+ logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights));
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+ logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights));
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+ oColor = logLumSum;
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+ #endif
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+
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+ #ifdef LUMINANCE16
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+ oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize) / 16.0);
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+ #endif
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+
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+ #ifdef LUMINANCE4
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+ oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
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+ #endif
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+
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+ #ifdef LUMINANCE1
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+ oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize);
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+ #endif
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+
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+ #ifdef ADAPTLUMINANCE
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+ float adaptedLum = tex2D(sDiffMap, iTexCoord).r;
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+ float lum = tex2D(sNormalMap, iTexCoord).r;
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+ oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
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+ #endif
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+
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+ #ifdef EXPOSE
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+ float3 color = tex2D(sDiffMap, iScreenPos).rgb;
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+ float adaptedLum = max(lerp(cAutoExposureMiddleGrey, tex2D(sNormalMap, iTexCoord).r, cAutoExposureSensitivity), 1e-5);
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+ oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
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+ #endif
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+}
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