2013-12-19 19:32:50 +01:00

229 lines
5.0 KiB
HLSL

// RGBE mode utilities
// RGB each carry a mantissa, A carries a shared exponent
// The exponent is calculated based on the largest colour channel
float3 decodeRGBE8(in float4 rgbe)
{
// get exponent (-128 since it can be +ve or -ve)
float exp = rgbe.a * 255 - 128;
// expand out the rgb value
return rgbe.rgb * exp2(exp);
}
float4 encodeRGBE8(in float3 rgb)
{
float4 ret;
// What is the largest colour channel?
float highVal = max(rgb.r, max(rgb.g, rgb.b));
// Take the logarithm, clamp it to a whole value
float exp = ceil(log2(highVal));
// Divide the components by the shared exponent
ret.rgb = rgb / exp2(exp);
// Store the shared exponent in the alpha channel
ret.a = (exp + 128) / 255;
return ret;
}
static const float4 LUMINENCE_FACTOR = float4(0.27f, 0.67f, 0.06f, 0.0f);
static const float MIDDLE_GREY = 0.72f;
static const float FUDGE = 0.001f;
static const float L_WHITE = 1.5f;
static const float4 BRIGHT_LIMITER = float4(0.6f, 0.6f, 0.6f, 0.0f);
/** Tone mapping function
@note Only affects rgb, not a
@param inColour The HDR colour
@param lum The scene lumninence
@returns Tone mapped colour
*/
float4 toneMap(float4 inColour, float lum)
{
// From Reinhard et al
// "Photographic Tone Reproduction for Digital Images"
// Initial luminence scaling (equation 2)
inColour.rgb *= MIDDLE_GREY / (FUDGE + lum);
// Control white out (equation 4 nom)
inColour.rgb *= (1.0f + inColour / L_WHITE);
// Final mapping (equation 4 denom)
inColour.rgb /= (1.0f + inColour);
return inColour;
}
/* Downsample a 2x2 area and convert to greyscale
*/
float4 downscale2x2Luminence(
float2 uv : TEXCOORD0,
uniform float2 texelSize, // depends on size of source texture
uniform sampler2D inRTT : register(s0)
) : COLOR
{
float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 texOffset[4] = {
-0.5, -0.5,
-0.5, 0.5,
0.5, -0.5,
0.5, 0.5 };
for( int i = 0; i < 4; i++ )
{
// Get colour from source
accum += tex2D(inRTT, uv + texelSize * texOffset[i]);
}
// Adjust the accumulated amount by lum factor
// Cannot use float3's here because it generates dependent texture errors because of swizzle
float lum = dot(accum, LUMINENCE_FACTOR);
// take average of 4 samples
lum *= 0.25;
return lum;
}
/* Downsample a 3x3 area
* This shader is used multiple times on different source sizes, so texel size has to be configurable
*/
float4 downscale3x3(
float2 uv : TEXCOORD0,
uniform float2 texelSize, // depends on size of source texture
uniform sampler2D inRTT : register(s0)
) : COLOR
{
float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 texOffset[9] = {
-1.0, -1.0,
0.0, -1.0,
1.0, -1.0,
-1.0, 0.0,
0.0, 0.0,
1.0, 0.0,
-1.0, 1.0,
0.0, 1.0,
1.0, 1.0
};
for( int i = 0; i < 9; i++ )
{
// Get colour from source
accum += tex2D(inRTT, uv + texelSize * texOffset[i]);
}
// take average of 9 samples
accum *= 0.1111111111111111;
return accum;
}
/* Downsample a 3x3 area from main RTT and perform a brightness pass
*/
float4 downscale3x3brightpass(
float2 uv : TEXCOORD0,
uniform float2 texelSize, // depends on size of source texture
uniform sampler2D inRTT : register(s0),
uniform sampler2D inLum : register(s1)
) : COLOR
{
float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 texOffset[9] = {
-1.0, -1.0,
0.0, -1.0,
1.0, -1.0,
-1.0, 0.0,
0.0, 0.0,
1.0, 0.0,
-1.0, 1.0,
0.0, 1.0,
1.0, 1.0
};
for( int i = 0; i < 9; i++ )
{
// Get colour from source
accum += tex2D(inRTT, uv + texelSize * texOffset[i]);
}
// take average of 9 samples
accum *= 0.1111111111111111;
// Reduce bright and clamp
accum = max(float4(0.0f, 0.0f, 0.0f, 1.0f), accum - BRIGHT_LIMITER);
// Sample the luminence texture
float4 lum = tex2D(inLum, float2(0.5f, 0.5f));
// Tone map result
return toneMap(accum, lum.r);
}
/* Gaussian bloom, requires offsets and weights to be provided externally
*/
float4 bloom(
float2 uv : TEXCOORD0,
uniform float2 sampleOffsets[15],
uniform float4 sampleWeights[15],
uniform sampler2D inRTT : register(s0)
) : COLOR
{
float4 accum = float4(0.0f, 0.0f, 0.0f, 1.0f);
float2 sampleUV;
for( int i = 0; i < 15; i++ )
{
// Sample from adjacent points, 7 each side and central
sampleUV = uv + sampleOffsets[i];
accum += sampleWeights[i] * tex2D(inRTT, sampleUV);
}
return accum;
}
/* Final scene composition, with tone mapping
*/
float4 finalToneMapping(
float2 uv : TEXCOORD0,
uniform sampler2D inRTT : register(s0),
uniform sampler2D inBloom : register(s1),
uniform sampler2D inLum : register(s2)
) : COLOR
{
// Get main scene colour
float4 sceneCol = tex2D(inRTT, uv);
// Get luminence value
float4 lum = tex2D(inLum, float2(0.5f, 0.5f));
// tone map this
float4 toneMappedSceneCol = toneMap(sceneCol, lum.r);
// Get bloom colour
float4 bloom = tex2D(inBloom, uv);
// Add scene & bloom
return float4(toneMappedSceneCol.rgb + bloom.rgb, 1.0f);
}