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GiantsTools/Sdk/External/DirectXTK/Src/Shaders/ToneMap.fx
2021-01-23 15:40:09 -08:00

229 lines
5.6 KiB
HLSL

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
Texture2D<float4> HDRTexture : register(t0);
sampler Sampler : register(s0);
cbuffer Parameters : register(b0)
{
float linearExposure : packoffset(c0.x);
float paperWhiteNits : packoffset(c0.y);
};
#include "Structures.fxh"
#include "Utilities.fxh"
// Vertex shader: self-created quad.
VSInputTx VSQuad(uint vI : SV_VertexId)
{
VSInputTx vout;
// We use the 'big triangle' optimization so you only Draw 3 verticies instead of 4.
float2 texcoord = float2((vI << 1) & 2, vI & 2);
vout.TexCoord = texcoord;
vout.Position = float4(texcoord.x * 2 - 1, -texcoord.y * 2 + 1, 0, 1);
return vout;
}
//--------------------------------------------------------------------------------------
// Pixel shader: pass-through
float4 PSCopy(VSInputTx pin) : SV_Target0
{
return HDRTexture.Sample(Sampler, pin.TexCoord);
}
// Pixel shader: saturate (clips above 1.0)
float4 PSSaturate(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = saturate(hdr.xyz * linearExposure);
return float4(sdr, hdr.a);
}
// Pixel shader: reinhard operator
float4 PSReinhard(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
return float4(sdr, hdr.a);
}
// Pixel shader: ACES filmic operator
float4 PSACESFilmic(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
return float4(sdr, hdr.a);
}
//--------------------------------------------------------------------------------------
// SRGB, using Rec.709 color primaries and a gamma 2.2 curve
// Pixel shader: sRGB
float4 PS_SRGB(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 srgb = LinearToSRGBEst(hdr.xyz);
return float4(srgb, hdr.a);
}
// Pixel shader: saturate (clips above 1.0)
float4 PSSaturate_SRGB(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = saturate(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
return float4(srgb, hdr.a);
}
// Pixel shader: reinhard operator
float4 PSReinhard_SRGB(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
return float4(srgb, hdr.a);
}
// Pixel shader: ACES filmic operator
float4 PSACESFilmic_SRGB(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
return float4(srgb, hdr.a);
}
//--------------------------------------------------------------------------------------
// HDR10, using Rec.2020 color primaries and ST.2084 curve
float3 HDR10(float3 color)
{
// Rotate from Rec.709 to Rec.2020 primaries
float3 rgb = mul(from709to2020, color);
// ST.2084 spec defines max nits as 10,000 nits
float3 normalized = rgb * paperWhiteNits / 10000.f;
// Apply ST.2084 curve
return LinearToST2084(normalized);
}
float4 PSHDR10(VSInputTx pin) : SV_Target0
{
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
return float4(rgb, hdr.a);
}
//--------------------------------------------------------------------------------------
struct MRTOut
{
float4 hdr : SV_Target0;
float4 sdr : SV_Target1;
};
MRTOut PSHDR10_Saturate(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = saturate(hdr.xyz * linearExposure);
output.sdr = float4(sdr, hdr.a);
return output;
}
MRTOut PSHDR10_Reinhard(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
output.sdr = float4(sdr, hdr.a);
return output;
}
MRTOut PSHDR10_ACESFilmic(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
output.sdr = float4(sdr, hdr.a);
return output;
}
MRTOut PSHDR10_Saturate_SRGB(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = saturate(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
output.sdr = float4(srgb, hdr.a);
return output;
}
MRTOut PSHDR10_Reinhard_SRGB(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
output.sdr = float4(srgb, hdr.a);
return output;
}
MRTOut PSHDR10_ACESFilmic_SRGB(VSInputTx pin)
{
MRTOut output;
float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
float3 rgb = HDR10(hdr.xyz);
output.hdr = float4(rgb, hdr.a);
float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
float3 srgb = LinearToSRGBEst(sdr);
output.sdr = float4(srgb, hdr.a);
return output;
}