1 | // RGBE mode utilities |
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2 | // RGB each carry a mantissa, A carries a shared exponent |
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3 | // The exponent is calculated based on the largest colour channel |
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4 | |
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5 | |
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6 | float3 decodeRGBE8(in float4 rgbe) |
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7 | { |
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8 | // get exponent (-128 since it can be +ve or -ve) |
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9 | float exp = rgbe.a * 255 - 128; |
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10 | |
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11 | // expand out the rgb value |
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12 | return rgbe.rgb * exp2(exp); |
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13 | } |
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14 | |
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15 | float4 encodeRGBE8(in float3 rgb) |
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16 | { |
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17 | float4 ret; |
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18 | |
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19 | // What is the largest colour channel? |
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20 | float highVal = max(rgb.r, max(rgb.g, rgb.b)); |
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21 | |
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22 | // Take the logarithm, clamp it to a whole value |
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23 | float exp = ceil(log2(highVal)); |
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24 | |
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25 | // Divide the components by the shared exponent |
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26 | ret.rgb = rgb / exp2(exp); |
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27 | |
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28 | // Store the shared exponent in the alpha channel |
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29 | ret.a = (exp + 128) / 255; |
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30 | |
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31 | return ret; |
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32 | } |
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33 | |
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34 | |
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35 | static const float4 LUMINENCE_FACTOR = float4(0.27f, 0.67f, 0.06f, 0.0f); |
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36 | static const float MIDDLE_GREY = 0.72f; |
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37 | static const float FUDGE = 0.001f; |
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38 | static const float L_WHITE = 1.5f; |
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39 | static const float4 BRIGHT_LIMITER = float4(0.6f, 0.6f, 0.6f, 0.0f); |
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40 | |
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41 | |
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42 | /** Tone mapping function |
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43 | @note Only affects rgb, not a |
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44 | @param inColour The HDR colour |
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45 | @param lum The scene lumninence |
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46 | @returns Tone mapped colour |
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47 | */ |
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48 | float4 toneMap(float4 inColour, float lum) |
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49 | { |
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50 | // From Reinhard et al |
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51 | // "Photographic Tone Reproduction for Digital Images" |
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52 | |
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53 | // Initial luminence scaling (equation 2) |
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54 | inColour.rgb *= MIDDLE_GREY / (FUDGE + lum); |
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55 | |
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56 | // Control white out (equation 4 nom) |
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57 | inColour.rgb *= (1.0f + inColour / L_WHITE); |
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58 | |
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59 | // Final mapping (equation 4 denom) |
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60 | inColour.rgb /= (1.0f + inColour); |
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61 | |
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62 | return inColour; |
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63 | |
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64 | } |
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65 | |
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66 | /* Downsample a 2x2 area and convert to greyscale |
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67 | */ |
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68 | float4 downscale2x2Luminence( |
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69 | float2 uv : TEXCOORD0, |
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70 | uniform float2 texelSize, // depends on size of source texture |
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71 | uniform sampler2D inRTT : register(s0) |
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72 | ) : COLOR |
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73 | { |
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74 | |
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75 | float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); |
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76 | |
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77 | float2 texOffset[4] = { |
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78 | -0.5, -0.5, |
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79 | -0.5, 0.5, |
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80 | 0.5, -0.5, |
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81 | 0.5, 0.5 }; |
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82 | |
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83 | for( int i = 0; i < 4; i++ ) |
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84 | { |
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85 | // Get colour from source |
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86 | accum += tex2D(inRTT, uv + texelSize * texOffset[i]); |
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87 | } |
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88 | |
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89 | // Adjust the accumulated amount by lum factor |
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90 | // Cannot use float3's here because it generates dependent texture errors because of swizzle |
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91 | float lum = dot(accum, LUMINENCE_FACTOR); |
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92 | // take average of 4 samples |
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93 | lum *= 0.25; |
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94 | return lum; |
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95 | |
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96 | } |
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97 | |
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98 | /* Downsample a 3x3 area |
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99 | * This shader is used multiple times on different source sizes, so texel size has to be configurable |
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100 | */ |
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101 | float4 downscale3x3( |
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102 | float2 uv : TEXCOORD0, |
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103 | uniform float2 texelSize, // depends on size of source texture |
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104 | uniform sampler2D inRTT : register(s0) |
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105 | ) : COLOR |
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106 | { |
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107 | |
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108 | float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); |
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109 | |
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110 | float2 texOffset[9] = { |
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111 | -1.0, -1.0, |
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112 | 0.0, -1.0, |
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113 | 1.0, -1.0, |
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114 | -1.0, 0.0, |
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115 | 0.0, 0.0, |
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116 | 1.0, 0.0, |
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117 | -1.0, 1.0, |
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118 | 0.0, 1.0, |
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119 | 1.0, 1.0 |
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120 | }; |
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121 | |
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122 | for( int i = 0; i < 9; i++ ) |
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123 | { |
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124 | // Get colour from source |
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125 | accum += tex2D(inRTT, uv + texelSize * texOffset[i]); |
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126 | } |
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127 | |
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128 | // take average of 9 samples |
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129 | accum *= 0.1111111111111111; |
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130 | return accum; |
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131 | |
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132 | } |
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133 | |
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134 | /* Downsample a 3x3 area from main RTT and perform a brightness pass |
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135 | */ |
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136 | float4 downscale3x3brightpass( |
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137 | float2 uv : TEXCOORD0, |
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138 | uniform float2 texelSize, // depends on size of source texture |
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139 | uniform sampler2D inRTT : register(s0), |
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140 | uniform sampler2D inLum : register(s1) |
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141 | ) : COLOR |
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142 | { |
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143 | |
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144 | float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); |
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145 | |
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146 | float2 texOffset[9] = { |
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147 | -1.0, -1.0, |
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148 | 0.0, -1.0, |
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149 | 1.0, -1.0, |
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150 | -1.0, 0.0, |
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151 | 0.0, 0.0, |
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152 | 1.0, 0.0, |
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153 | -1.0, 1.0, |
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154 | 0.0, 1.0, |
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155 | 1.0, 1.0 |
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156 | }; |
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157 | |
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158 | for( int i = 0; i < 9; i++ ) |
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159 | { |
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160 | // Get colour from source |
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161 | accum += tex2D(inRTT, uv + texelSize * texOffset[i]); |
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162 | } |
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163 | |
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164 | // take average of 9 samples |
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165 | accum *= 0.1111111111111111; |
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166 | |
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167 | // Reduce bright and clamp |
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168 | accum = max(float4(0.0f, 0.0f, 0.0f, 1.0f), accum - BRIGHT_LIMITER); |
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169 | |
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170 | // Sample the luminence texture |
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171 | float4 lum = tex2D(inLum, float2(0.5f, 0.5f)); |
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172 | |
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173 | // Tone map result |
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174 | return toneMap(accum, lum.r); |
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175 | |
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176 | } |
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177 | |
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178 | /* Gaussian bloom, requires offsets and weights to be provided externally |
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179 | */ |
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180 | float4 bloom( |
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181 | float2 uv : TEXCOORD0, |
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182 | uniform float2 sampleOffsets[15], |
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183 | uniform float4 sampleWeights[15], |
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184 | uniform sampler2D inRTT : register(s0) |
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185 | ) : COLOR |
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186 | { |
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187 | float4 accum = float4(0.0f, 0.0f, 0.0f, 1.0f); |
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188 | float2 sampleUV; |
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189 | |
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190 | for( int i = 0; i < 15; i++ ) |
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191 | { |
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192 | // Sample from adjacent points, 7 each side and central |
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193 | sampleUV = uv + sampleOffsets[i]; |
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194 | accum += sampleWeights[i] * tex2D(inRTT, sampleUV); |
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195 | } |
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196 | |
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197 | return accum; |
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198 | |
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199 | } |
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200 | |
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201 | |
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202 | /* Final scene composition, with tone mapping |
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203 | */ |
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204 | float4 finalToneMapping( |
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205 | float2 uv : TEXCOORD0, |
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206 | uniform sampler2D inRTT : register(s0), |
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207 | uniform sampler2D inBloom : register(s1), |
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208 | uniform sampler2D inLum : register(s2) |
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209 | ) : COLOR |
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210 | { |
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211 | // Get main scene colour |
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212 | float4 sceneCol = tex2D(inRTT, uv); |
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213 | |
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214 | // Get luminence value |
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215 | float4 lum = tex2D(inLum, float2(0.5f, 0.5f)); |
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216 | |
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217 | // tone map this |
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218 | float4 toneMappedSceneCol = toneMap(sceneCol, lum.r); |
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219 | |
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220 | // Get bloom colour |
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221 | float4 bloom = tex2D(inBloom, uv); |
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222 | |
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223 | // Add scene & bloom |
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224 | return float4(toneMappedSceneCol.rgb + bloom.rgb, 1.0f); |
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225 | |
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226 | } |
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227 | |
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228 | |
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