[390] | 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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