AutoExposure.hlsl 3.9 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. #ifndef D3D11
  18. float GatherAvgLum(sampler2D texSampler, float2 texCoord, float2 texelSize)
  19. #else
  20. float GatherAvgLum(Texture2D tex, SamplerState texSampler, float2 texCoord, float2 texelSize)
  21. #endif
  22. {
  23. float lumAvg = 0.0;
  24. #ifndef D3D11
  25. lumAvg += tex2D(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
  26. lumAvg += tex2D(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
  27. lumAvg += tex2D(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
  28. lumAvg += tex2D(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
  29. #else
  30. lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 0.0) * texelSize).r;
  31. lumAvg += tex.Sample(texSampler, texCoord + float2(0.0, 2.0) * texelSize).r;
  32. lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 2.0) * texelSize).r;
  33. lumAvg += tex.Sample(texSampler, texCoord + float2(2.0, 0.0) * texelSize).r;
  34. #endif
  35. return lumAvg / 4.0;
  36. }
  37. void VS(float4 iPos : POSITION,
  38. out float2 oTexCoord : TEXCOORD0,
  39. out float2 oScreenPos : TEXCOORD1,
  40. out float4 oPos : OUTPOSITION)
  41. {
  42. float4x3 modelMatrix = iModelMatrix;
  43. float3 worldPos = GetWorldPos(modelMatrix);
  44. oPos = GetClipPos(worldPos);
  45. oTexCoord = GetQuadTexCoord(oPos);
  46. #ifdef LUMINANCE64
  47. oTexCoord = GetQuadTexCoord(oPos) + cHDR128Offsets;
  48. #endif
  49. #ifdef LUMINANCE16
  50. oTexCoord = GetQuadTexCoord(oPos) + cLum64Offsets;
  51. #endif
  52. #ifdef LUMINANCE4
  53. oTexCoord = GetQuadTexCoord(oPos) + cLum16Offsets;
  54. #endif
  55. #ifdef LUMINANCE1
  56. oTexCoord = GetQuadTexCoord(oPos) + cLum4Offsets;
  57. #endif
  58. oScreenPos = GetScreenPosPreDiv(oPos);
  59. }
  60. void PS(float2 iTexCoord : TEXCOORD0,
  61. float2 iScreenPos : TEXCOORD1,
  62. out float4 oColor : OUTCOLOR0)
  63. {
  64. #ifdef LUMINANCE64
  65. float logLumSum = 0.0;
  66. logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  67. logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(0.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  68. logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 2.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  69. logLumSum += log(dot(Sample2D(DiffMap, iTexCoord + float2(2.0, 0.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5);
  70. oColor = logLumSum;
  71. #endif
  72. #ifdef LUMINANCE16
  73. #ifndef D3D11
  74. oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum64InvSize);
  75. #else
  76. oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum64InvSize);
  77. #endif
  78. #endif
  79. #ifdef LUMINANCE4
  80. #ifndef D3D11
  81. oColor = GatherAvgLum(sDiffMap, iTexCoord, cLum16InvSize);
  82. #else
  83. oColor = GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum16InvSize);
  84. #endif
  85. #endif
  86. #ifdef LUMINANCE1
  87. #ifndef D3D11
  88. oColor = exp(GatherAvgLum(sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
  89. #else
  90. oColor = exp(GatherAvgLum(tDiffMap, sDiffMap, iTexCoord, cLum4InvSize) / 16.0);
  91. #endif
  92. #endif
  93. #ifdef ADAPTLUMINANCE
  94. float adaptedLum = Sample2D(DiffMap, iTexCoord).r;
  95. float lum = clamp(Sample2D(NormalMap, iTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y);
  96. oColor = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate));
  97. #endif
  98. #ifdef EXPOSE
  99. float3 color = Sample2D(DiffMap, iScreenPos).rgb;
  100. float adaptedLum = Sample2D(NormalMap, iTexCoord).r;
  101. oColor = float4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0);
  102. #endif
  103. }