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- #include "Uniforms.hlsl"
- #include "Transform.hlsl"
- #include "Samplers.hlsl"
- #include "ScreenPos.hlsl"
- #include "PostProcess.hlsl"
- uniform float cAutoExposureAdaptRate;
- uniform float2 cAutoExposureLumRange;
- uniform float cAutoExposureMiddleGrey;
- uniform float2 cHDR128Offsets;
- uniform float2 cLum64Offsets;
- uniform float2 cLum16Offsets;
- uniform float2 cLum4Offsets;
- uniform float2 cHDR128InvSize;
- uniform float2 cLum64InvSize;
- uniform float2 cLum16InvSize;
- uniform float2 cLum4InvSize;
- #ifndef D3D11
- float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
- #else
- float GatherAvgLum(Texture2D tex, SamplerState texSampler, float2 texCoord, float2 texelSize)
- #endif
- {
- float lumAvg = 0.0;
- #ifndef D3D11
- lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
- lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
- lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
- lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
- #else
- lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
- lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
- lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
- lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
- #endif
- return lumAvg / 4.0;
- }
- void VS(float4 iPos : POSITION,
- out float2 oTexCoord : TEXCOORD0,
- out float2 oScreenPos : TEXCOORD1,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetQuadTexCoord(oPos);
- #ifdef LUMINANCE64
- oTexCoord = GetQuadTexCoord(oPos) + cHDR128Offsets;
- #endif
- #ifdef LUMINANCE16
- oTexCoord = GetQuadTexCoord(oPos) + cLum64Offsets;
- #endif
- #ifdef LUMINANCE4
- oTexCoord = GetQuadTexCoord(oPos) + cLum16Offsets;
- #endif
- #ifdef LUMINANCE1
- oTexCoord = GetQuadTexCoord(oPos) + cLum4Offsets;
- #endif
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float2 iScreenPos : TEXCOORD1,
- out float4 oColor : OUTCOLOR0)
- {
- #ifdef LUMINANCE64
- float logLumSum = 0.0;
- logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
- logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
- logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
- logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
- oColor = logLumSum;
- #endif
- #ifdef LUMINANCE16
- #ifndef D3D11
- oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
- #else
- oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum64InvSize);
- #endif
- #endif
- #ifdef LUMINANCE4
- #ifndef D3D11
- oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
- #else
- oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum16InvSize);
- #endif
- #endif
- #ifdef LUMINANCE1
- #ifndef D3D11
- oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
- #else
- oColor = exp(GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
- #endif
- #endif
- #ifdef ADAPTLUMINANCE
- float adaptedLum = Sample2D(DiffMap, iTexCoord).r;
- float lum = clamp(Sample2D(NormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
- oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
- #endif
- #ifdef EXPOSE
- float3 color = Sample2D(DiffMap, iScreenPos).rgb;
- float adaptedLum = Sample2D(NormalMap, iTexCoord).r;
- oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
- #endif
- }
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