static const float PI = 3.14159265; float2 Noise(float2 coord) { float noiseX = clamp(frac(sin(dot(coord, float2(12.9898, 78.233))) * 43758.5453), 0.0, 1.0); float noiseY = clamp(frac(sin(dot(coord, float2(12.9898, 78.233) * 2.0)) * 43758.5453), 0.0, 1.0); return float2(noiseX, noiseY); } // Adapted: http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html float4 GaussianBlur(int blurKernelSize, float2 blurDir, float2 blurRadius, float sigma, sampler2D texSampler, float2 texCoord) { const int blurKernelHalfSize = blurKernelSize / 2; // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889) float3 gaussCoeff; gaussCoeff.x = 1.0 / (sqrt(2.0 * PI) * sigma); gaussCoeff.y = exp(-0.5 / (sigma * sigma)); gaussCoeff.z = gaussCoeff.y * gaussCoeff.y; float2 blurVec = blurRadius * blurDir; float4 avgValue = float4(0.0, 0.0, 0.0, 0.0); float gaussCoeffSum = 0.0; avgValue += tex2D(texSampler, texCoord) * gaussCoeff.x; gaussCoeffSum += gaussCoeff.x; gaussCoeff.xy *= gaussCoeff.yz; for (int i = 1; i <= blurKernelHalfSize; i++) { avgValue += tex2D(texSampler, texCoord - i * blurVec) * gaussCoeff.x; avgValue += tex2D(texSampler, texCoord + i * blurVec) * gaussCoeff.x; gaussCoeffSum += 2.0 * gaussCoeff.x; gaussCoeff.xy *= gaussCoeff.yz; } return avgValue / gaussCoeffSum; } static const float3 LumWeights = float3(0.2126, 0.7152, 0.0722); float3 ReinhardEq3Tonemap(float3 x) { return x / (x + 1.0); } float3 ReinhardEq4Tonemap(float3 x, float white) { return x * (1.0 + x / white) / (1.0 + x); } // Unchared2 tone mapping (See http://filmicgames.com) static const float A = 0.15; static const float B = 0.50; static const float C = 0.10; static const float D = 0.20; static const float E = 0.02; static const float F = 0.30; float3 Uncharted2Tonemap(float3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } float3 ColorCorrection(float3 color, sampler3D lut) { float lutSize = 16.0; float scale = (lutSize - 1.0) / lutSize; float offset = 1.0 / (2.0 * lutSize); return tex3D(lut, clamp(color, 0.0, 1.0) * scale + offset).rgb; } static const float Gamma = 2.2; static const float InverseGamma = 1.0 / 2.2; float3 ToGamma(float3 color) { return float3(pow(color, Gamma)); } float3 ToInverseGamma(float3 color) { return float3(pow(color, InverseGamma)); }