Add .cginc extension to HLSL language (#3491)
* Add .cginc extension to HLSL language * Move extension to correct position * Add representative sample .cginc file
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@ -1594,6 +1594,7 @@ HLSL:
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type: programming
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extensions:
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- ".hlsl"
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- ".cginc"
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- ".fx"
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- ".fxh"
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- ".hlsli"
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@ -0,0 +1,89 @@
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// From https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/Bloom.cginc
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// Licensed under the MIT license
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#ifndef __BLOOM__
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#define __BLOOM__
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#include "Common.cginc"
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// Brightness function
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half Brightness(half3 c)
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{
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return Max3(c);
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}
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// 3-tap median filter
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half3 Median(half3 a, half3 b, half3 c)
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{
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return a + b + c - min(min(a, b), c) - max(max(a, b), c);
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}
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// Downsample with a 4x4 box filter
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half3 DownsampleFilter(sampler2D tex, float2 uv, float2 texelSize)
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{
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
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half3 s;
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s = DecodeHDR(tex2D(tex, uv + d.xy));
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s += DecodeHDR(tex2D(tex, uv + d.zy));
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s += DecodeHDR(tex2D(tex, uv + d.xw));
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s += DecodeHDR(tex2D(tex, uv + d.zw));
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return s * (1.0 / 4.0);
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}
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// Downsample with a 4x4 box filter + anti-flicker filter
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half3 DownsampleAntiFlickerFilter(sampler2D tex, float2 uv, float2 texelSize)
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{
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
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half3 s1 = DecodeHDR(tex2D(tex, uv + d.xy));
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half3 s2 = DecodeHDR(tex2D(tex, uv + d.zy));
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half3 s3 = DecodeHDR(tex2D(tex, uv + d.xw));
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half3 s4 = DecodeHDR(tex2D(tex, uv + d.zw));
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// Karis's luma weighted average (using brightness instead of luma)
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half s1w = 1.0 / (Brightness(s1) + 1.0);
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half s2w = 1.0 / (Brightness(s2) + 1.0);
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half s3w = 1.0 / (Brightness(s3) + 1.0);
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half s4w = 1.0 / (Brightness(s4) + 1.0);
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half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
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return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
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}
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half3 UpsampleFilter(sampler2D tex, float2 uv, float2 texelSize, float sampleScale)
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{
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#if MOBILE_OR_CONSOLE
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// 4-tap bilinear upsampler
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
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half3 s;
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s = DecodeHDR(tex2D(tex, uv + d.xy));
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s += DecodeHDR(tex2D(tex, uv + d.zy));
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s += DecodeHDR(tex2D(tex, uv + d.xw));
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s += DecodeHDR(tex2D(tex, uv + d.zw));
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return s * (1.0 / 4.0);
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#else
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// 9-tap bilinear upsampler (tent filter)
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float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
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half3 s;
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s = DecodeHDR(tex2D(tex, uv - d.xy));
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s += DecodeHDR(tex2D(tex, uv - d.wy)) * 2.0;
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s += DecodeHDR(tex2D(tex, uv - d.zy));
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s += DecodeHDR(tex2D(tex, uv + d.zw)) * 2.0;
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s += DecodeHDR(tex2D(tex, uv)) * 4.0;
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s += DecodeHDR(tex2D(tex, uv + d.xw)) * 2.0;
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s += DecodeHDR(tex2D(tex, uv + d.zy));
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s += DecodeHDR(tex2D(tex, uv + d.wy)) * 2.0;
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s += DecodeHDR(tex2D(tex, uv + d.xy));
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return s * (1.0 / 16.0);
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#endif
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}
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#endif // __BLOOM__
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