зеркало из https://github.com/microsoft/DirectXTK.git
230 строки
5.6 KiB
HLSL
230 строки
5.6 KiB
HLSL
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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Texture2D<float4> HDRTexture : register(t0);
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sampler Sampler : register(s0);
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cbuffer Parameters : register(b0)
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{
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float linearExposure : packoffset(c0.x);
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float paperWhiteNits : packoffset(c0.y);
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float4x3 colorRotation : packoffset(c1);
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};
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#include "Structures.fxh"
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#include "Utilities.fxh"
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// Vertex shader: self-created quad.
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VSInputTx VSQuad(uint vI : SV_VertexId)
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{
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VSInputTx vout;
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// We use the 'big triangle' optimization so you only Draw 3 verticies instead of 4.
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float2 texcoord = float2((vI << 1) & 2, vI & 2);
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vout.TexCoord = texcoord;
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vout.Position = float4(texcoord.x * 2 - 1, -texcoord.y * 2 + 1, 0, 1);
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return vout;
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}
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//--------------------------------------------------------------------------------------
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// Pixel shader: pass-through
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float4 PSCopy(VSInputTx pin) : SV_Target0
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{
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return HDRTexture.Sample(Sampler, pin.TexCoord);
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}
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// Pixel shader: saturate (clips above 1.0)
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float4 PSSaturate(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = saturate(hdr.xyz * linearExposure);
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return float4(sdr, hdr.a);
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}
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// Pixel shader: reinhard operator
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float4 PSReinhard(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
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return float4(sdr, hdr.a);
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}
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// Pixel shader: ACES filmic operator
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float4 PSACESFilmic(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
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return float4(sdr, hdr.a);
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}
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//--------------------------------------------------------------------------------------
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// SRGB, using Rec.709 color primaries and a gamma 2.2 curve
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// Pixel shader: sRGB
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float4 PS_SRGB(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 srgb = LinearToSRGBEst(hdr.xyz);
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return float4(srgb, hdr.a);
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}
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// Pixel shader: saturate (clips above 1.0)
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float4 PSSaturate_SRGB(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = saturate(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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return float4(srgb, hdr.a);
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}
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// Pixel shader: reinhard operator
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float4 PSReinhard_SRGB(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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return float4(srgb, hdr.a);
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}
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// Pixel shader: ACES filmic operator
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float4 PSACESFilmic_SRGB(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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return float4(srgb, hdr.a);
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}
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//--------------------------------------------------------------------------------------
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// HDR10, using Rec.2020 color primaries and ST.2084 curve
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float3 HDR10(float3 color)
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{
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// Rotate from Rec.709 to Rec.2020 primaries
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float3 rgb = mul(color, (float3x3)colorRotation);
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// ST.2084 spec defines max nits as 10,000 nits
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float3 normalized = rgb * paperWhiteNits / 10000.f;
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// Apply ST.2084 curve
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return LinearToST2084(normalized);
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}
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float4 PSHDR10(VSInputTx pin) : SV_Target0
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{
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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return float4(rgb, hdr.a);
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}
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//--------------------------------------------------------------------------------------
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struct MRTOut
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{
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float4 hdr : SV_Target0;
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float4 sdr : SV_Target1;
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};
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MRTOut PSHDR10_Saturate(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = saturate(hdr.xyz * linearExposure);
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output.sdr = float4(sdr, hdr.a);
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return output;
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}
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MRTOut PSHDR10_Reinhard(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
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output.sdr = float4(sdr, hdr.a);
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return output;
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}
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MRTOut PSHDR10_ACESFilmic(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
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output.sdr = float4(sdr, hdr.a);
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return output;
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}
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MRTOut PSHDR10_Saturate_SRGB(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = saturate(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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output.sdr = float4(srgb, hdr.a);
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return output;
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}
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MRTOut PSHDR10_Reinhard_SRGB(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = ToneMapReinhard(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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output.sdr = float4(srgb, hdr.a);
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return output;
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}
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MRTOut PSHDR10_ACESFilmic_SRGB(VSInputTx pin)
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{
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MRTOut output;
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float4 hdr = HDRTexture.Sample(Sampler, pin.TexCoord);
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float3 rgb = HDR10(hdr.xyz);
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output.hdr = float4(rgb, hdr.a);
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float3 sdr = ToneMapACESFilmic(hdr.xyz * linearExposure);
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float3 srgb = LinearToSRGBEst(sdr);
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output.sdr = float4(srgb, hdr.a);
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return output;
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}
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