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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2009-2015 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // texture 0 is _currentRender
uniform sampler2D samp1 : register(s1); // texture 1 is heatmap
struct PS_IN
{
float4 position : VPOS;
float2 texcoord0 : TEXCOORD0_centroid;
};
struct PS_OUT
{
float4 color : COLOR;
};
// *INDENT-ON*
float3 Uncharted2Tonemap( float3 x )
{
float A = 0.22; // shoulder strength
float B = 0.3; // linear strength
float C = 0.10; // linear angle
float D = 0.20; // toe strength
float E = 0.01; // toe numerator
float F = 0.30; // toe denominator
float W = 11.2; // linear white point
return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;
}
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float3 ACESFilm( float3 x )
{
float a = 2.51;
float b = 0.03;
float c = 2.43;
float d = 0.59;
float e = 0.14;
return saturate( ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e ) );
}
#define USE_DITHERING 0
void main( PS_IN fragment, out PS_OUT result )
{
float2 tCoords = fragment.texcoord0;
#if defined(BRIGHTPASS_FILTER)
// multiply with 4 because the FBO is only 1/4th of the screen resolution
tCoords *= float2( 4.0, 4.0 );
#endif
float4 color = tex2D( samp0, tCoords );
// get the luminance of the current pixel
float Y = dot( LUMINANCE_SRGB, color );
const float hdrGamma = 2.2;
float gamma = hdrGamma;
#if 0
// convert from sRGB to linear RGB
color.r = pow( color.r, gamma );
color.g = pow( color.g, gamma );
color.b = pow( color.b, gamma );
#endif
#if USE_DITHERING
const float quantSteps = 256.0;
// dither
color.rgb = ditherRGB( color.rgb, fragment.position.xy, quantSteps );
#endif
#if defined(BRIGHTPASS)
if( Y < 0.1 )
{
//discard;
result.color = float4( 0.0, 0.0, 0.0, 1.0 );
return;
}
#endif
float hdrKey = rpScreenCorrectionFactor.x;
float hdrAverageLuminance = rpScreenCorrectionFactor.y;
float hdrMaxLuminance = rpScreenCorrectionFactor.z;
// calculate the relative luminance
float Yr = ( hdrKey * Y ) / hdrAverageLuminance;
float Ymax = hdrMaxLuminance;
#define OPERATOR 2
#if OPERATOR == 0
// advanced Reinhard operator, artistically desirable to burn out bright areas
//float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );
// exponential tone mapper that is very similar to the Uncharted one
// very good in keeping the colors natural
float L = 1.0 - exp( -Yr );
color.rgb *= L;
#elif OPERATOR == 1
// http://freespace.virgin.net/hugo.elias/graphics/x_posure.htm
// exponential tone mapper that is very similar to the Uncharted one
// very good in keeping the colors natural
float exposure = 1.0;
float L = ( 1.0 - exp( -Yr * exposure ) );
color.rgb *= L;
// Kodak filmic tone mappping, includes gamma correction
//float3 rgb = max( float3( 0 ), color.rgb - float3( 0.004 ) );
//color.rgb = rgb * ( float3( 0.5 ) + 6.2 * rgb ) / ( float3( 0.06 ) + rgb * ( float3( 1.7 ) + 6.2 * rgb ) );
// http://iwasbeingirony.blogspot.de/2010/04/approximating-film-with-tonemapping.html
//const float cutoff = 0.025;
//color.rgb += ( cutoff * 2.0 - color.rgb ) * saturate( cutoff * 2 - color.rgb ) * ( 0.25 / cutoff ) - cutoff;
//color.rgb = color.rgb * ( float3( 0.5 ) + 6.2 * color.rgb ) / ( float3( 0.06 ) + color.rgb * ( float3( 1.7 ) + 6.2 * color.rgb ) );
#elif OPERATOR == 2
// can be in range [-4.0 .. 4.0]
//float exposureOffset = rpScreenCorrectionFactor.w;
float avgLuminance = max( hdrAverageLuminance, 0.001 );
float linearExposure = ( hdrKey / avgLuminance );
float exposure = log2( max( linearExposure, 0.0001 ) );
//exposure = -2.0;
float3 exposedColor = exp2( exposure ) * color.rgb;
color.rgb = ACESFilm( exposedColor );
#elif OPERATOR == 3
// can be in range [-4.0 .. 4.0]
float exposure = rpScreenCorrectionFactor.w;
// exposure curves ranges from 0.0625 to 16.0
float3 exposedColor = exp2( exposure ) * color.rgb;
//float3 exposedColor = exposure * color.rgb;
float3 curr = ACESFilm( exposedColor );
float3 whiteScale = 1.0 / ACESFilm( float3( Ymax ) );
color.rgb = curr * whiteScale;
#elif OPERATOR == 4
// Uncharted 2 tone mapping based on Kodak film curve
//float exposure = ( hdrKey / hdrAverageLuminance ) * 0.2;
//float exposure = Yr * 1.0;
float exposure = rpScreenCorrectionFactor.w;
float3 exposedColor = exposure * color.rgb;
float3 curr = Uncharted2Tonemap( exposedColor );
float3 whiteScale = 1.0 / Uncharted2Tonemap( float3( Ymax ) );
color.rgb = curr * whiteScale;
#endif
#if defined(BRIGHTPASS)
// adjust contrast
//L = pow( L, 1.32 );
const half hdrContrastThreshold = rpOverbright.x;
const half hdrContrastOffset = rpOverbright.y;
//float T = max( ( Yr * ( 1.0 + Yr / ( Ymax * Ymax * 2.0 ) ) ) - hdrContrastThreshold, 0.0 );
//float T = max( 1.0 - exp( -Yr ) - hdrContrastThreshold, 0.0 );
float T = max( Yr - hdrContrastThreshold, 0.0 );
float B = T > 0.0 ? T / ( hdrContrastOffset + T ) : T;
color.rgb *= clamp( B, 0.0, 1.0 );
#endif
#if USE_DITHERING
// The following represents hardware linear->sRGB xform
// which happens on sRGB formatted render targets,
// except using a lot less bits/pixel.
color.rgb = max( float3( 0.0 ), color.rgb );
color.rgb = Srgb3( color.rgb );
color.rgb = floor( color.rgb * quantSteps ) * ( 1.0 / ( quantSteps - 1.0 ) );
#else
// convert from linear RGB to sRGB
//float hdrGamma = 2.2;
gamma = 1.0 / hdrGamma;
color.r = pow( color.r, gamma );
color.g = pow( color.g, gamma );
color.b = pow( color.b, gamma );
#endif
#if defined(HDR_DEBUG)
// https://google.github.io/filament/Filament.md.html#figure_luminanceviz
const float3 debugColors[16] = float3[](
float3( 0.0, 0.0, 0.0 ), // black
float3( 0.0, 0.0, 0.1647 ), // darkest blue
float3( 0.0, 0.0, 0.3647 ), // darker blue
float3( 0.0, 0.0, 0.6647 ), // dark blue
float3( 0.0, 0.0, 0.9647 ), // blue
float3( 0.0, 0.9255, 0.9255 ), // cyan
float3( 0.0, 0.5647, 0.0 ), // dark green
float3( 0.0, 0.7843, 0.0 ), // green
float3( 1.0, 1.0, 0.0 ), // yellow
float3( 0.90588, 0.75294, 0.0 ), // yellow-orange
float3( 1.0, 0.5647, 0.0 ), // orange
float3( 1.0, 0.0, 0.0 ), // bright red
float3( 0.8392, 0.0, 0.0 ), // red
float3( 1.0, 0.0, 1.0 ), // magenta
float3( 0.6, 0.3333, 0.7882 ), // purple
float3( 1.0, 1.0, 1.0 ) // white
);
// The 5th color in the array (cyan) represents middle gray (18%)
// Every stop above or below middle gray causes a color shift
float v = log2( Y / 0.18 );
v = clamp( v + 5.0, 0.0, 15.0 );
int index = int( floor( v ) );
color.rgb = lerp( debugColors[index], debugColors[ min( 15, index + 1 ) ], fract( v ) );
//color = tex2D( samp1, float2( L, 0.0 ) );
//color = tex2D( samp1, float2( dot( LUMINANCE_SRGB, color ), 0.0 ) );
#endif
result.color = color;
#if 0
result.color = float4( L, L, L, 1.0 );
#endif
}
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