mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
110 lines
3.2 KiB
HLSL
110 lines
3.2 KiB
HLSL
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#define MA_TONEMAP_SRGB_REC709 0
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#define MA_TONEMAP_LINEAR_REC2020 1
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struct Constants
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{
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float2 invDisplaySize;
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float outputNits;
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int m_TonemapFunction;
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};
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#ifdef SPIRV
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[[vk::push_constant]] ConstantBuffer<Constants> g_Const;
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#else
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cbuffer g_Const : register(b0) { Constants g_Const; }
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#endif
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struct PS_INPUT
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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float3 LinearToSRGB(float3 color)
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{
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// Approximately pow(color, 1.0 / 2.2)
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return select(color < 0.0031308, 12.92 * color, 1.055 * pow(abs(color), 1.0 / 2.4) - 0.055);
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}
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float3 SRGBToLinear(float3 color)
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{
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// Approximately pow(color, 2.2)
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return select(color < 0.04045, color / 12.92, pow(abs(color + 0.055) / 1.055, 2.4));
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}
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float3 Rec709ToRec2020(float3 color)
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{
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static const float3x3 conversion =
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{
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0.627402, 0.329292, 0.043306,
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0.069095, 0.919544, 0.011360,
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0.016394, 0.088028, 0.895578
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};
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return mul(conversion, color);
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}
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float3 LinearToST2084(float3 color)
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{
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float m1 = 2610.0 / 4096.0 / 4;
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float m2 = 2523.0 / 4096.0 * 128;
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float c1 = 3424.0 / 4096.0;
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float c2 = 2413.0 / 4096.0 * 32;
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float c3 = 2392.0 / 4096.0 * 32;
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float3 cp = pow(abs(color), m1);
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return pow((c1 + c2 * cp) / (1 + c3 * cp), m2);
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}
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sampler sampler0 : register(s0);
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Texture2D texture0 : register(t0);
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float4 main(PS_INPUT input) : SV_Target
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{
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float4 tex_col = texture0.Sample(sampler0, input.uv);
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float4 input_col = input.col;
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switch(g_Const.m_TonemapFunction) {
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case MA_TONEMAP_LINEAR_REC2020:
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{
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input_col.rgb = SRGBToLinear(input_col.rgb);
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float4 out_col = input_col * tex_col;
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const float st2084max = 10000.;
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const float hdrScalar = g_Const.outputNits / st2084max;
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//out_col.rgb = Rec709ToRec2020(out_col.rgb);
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out_col.rgb *= hdrScalar;
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out_col.rgb = LinearToST2084(out_col.rgb);
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return out_col;
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}
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default:
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{
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tex_col.rgb = LinearToSRGB(tex_col.rgb);
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return input_col * tex_col;
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}
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}
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}
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