AutoExposure.hlsl 3.0 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Transform.hlsl"
  3. #include "Samplers.hlsl"
  4. #include "ScreenPos.hlsl"
  5. #include "PostProcess.hlsl"
  6. uniform float cAutoExposureAdaptRate;
  7. uniform float2 cAutoExposureLumRange;
  8. uniform float cAutoExposureMiddleGrey;
  9. uniform float2 cHDR128Offsets;
  10. uniform float2 cLum64Offsets;
  11. uniform float2 cLum16Offsets;
  12. uniform float2 cLum4Offsets;
  13. uniform float2 cHDR128InvSize;
  14. uniform float2 cLum64InvSize;
  15. uniform float2 cLum16InvSize;
  16. uniform float2 cLum4InvSize;
  17. float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
  18. {
  19. float lumAvg = 0.0;
  20. lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
  21. lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
  22. lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
  23. lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
  24. return lumAvg / 4.0;
  25. }
  26. void VS(float4 iPos : POSITION,
  27. out float4 oPos : POSITION,
  28. out float2 oTexCoord : TEXCOORD0,
  29. out float2 oScreenPos : TEXCOORD1)
  30. {
  31. float4x3 modelMatrix = iModelMatrix;
  32. float3 worldPos = GetWorldPos(modelMatrix);
  33. oPos = GetClipPos(worldPos);
  34. oTexCoord = GetQuadTexCoord(oPos);
  35. #ifdef LUMINANCE64
  36. oTexCoord = GetQuadTexCoord(oPos) + cHDR128Offsets;
  37. #endif
  38. #ifdef LUMINANCE16
  39. oTexCoord = GetQuadTexCoord(oPos) + cLum64Offsets;
  40. #endif
  41. #ifdef LUMINANCE4
  42. oTexCoord = GetQuadTexCoord(oPos) + cLum16Offsets;
  43. #endif
  44. #ifdef LUMINANCE1
  45. oTexCoord = GetQuadTexCoord(oPos) + cLum4Offsets;
  46. #endif
  47. oScreenPos = GetScreenPosPreDiv(oPos);
  48. }
  49. void PS(float2 iTexCoord : TEXCOORD0,
  50. float2 iScreenPos : TEXCOORD1,
  51. out float4 oColor : COLOR0)
  52. {
  53. #ifdef LUMINANCE64
  54. float logLumSum = 0.0;
  55. logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  56. logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  57. logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  58. logLumSum += log(dot(tex2D(sDiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  59. oColor = logLumSum;
  60. #endif
  61. #ifdef LUMINANCE16
  62. oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
  63. #endif
  64. #ifdef LUMINANCE4
  65. oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
  66. #endif
  67. #ifdef LUMINANCE1
  68. oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
  69. #endif
  70. #ifdef ADAPTLUMINANCE
  71. float adaptedLum = tex2D(sDiffMap, iTexCoord).r;
  72. float lum = clamp(tex2D(sNormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
  73. oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
  74. #endif
  75. #ifdef EXPOSE
  76. float3 color = tex2D(sDiffMap, iScreenPos).rgb;
  77. float adaptedLum = tex2D(sNormalMap, iTexCoord).r;
  78. oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
  79. #endif
  80. }