| [5312] | 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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