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screen.hlsl
60 lines (46 loc) · 1.83 KB
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screen.hlsl
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#include "_cbuffers.hlsli"
#include "_constants.hlsli"
#include "_layouts.hlsli"
#include "_functions.hlsli"
#define NO_LUMINANCE_UPDATE
CBUFFER_VIEW_MATRICES(b0);
// Texture2D albedo : register(t0);
// Texture2D world_position : register(t1);
// Texture2D world_normal : register(t2);
Texture2D depth : register(t4);
Texture2D shaded : register(t5);
RWByteAddressBuffer luminances : register(u4);
float average_previous_luminances() {
float4x4 real_luminances =
prev_luminances
/ (screen_time.x * screen_time.y / pow(LUMINANCE_SAMPLING_SPARSENESS, 2))
/ 8.0;
return dot(mul(real_luminances * MAT_LUMINANCE_WEIGHTS, VEC_DOT_SUM), VEC_DOT_SUM);
}
CompositionInput vertex_main(VsInput input) {
CompositionInput output;
output.position = float4(input.position, 1.0);
output.uv = input.uv;
return output;
}
CompositionOutput pixel_main(CompositionInput input) {
float3 shaded_color = shaded.Sample(globalSampler, input.uv).rgb;
float2 scaled_uv = screen_time.xy * input.uv;
#ifndef NO_LUMINANCE_UPDATE
if (
fmod(scaled_uv.x, LUMINANCE_SAMPLING_SPARSENESS) < 1.0 &&
fmod(scaled_uv.y, LUMINANCE_SAMPLING_SPARSENESS) < 1.0
) {
uint this_luminance = uint(luminance(shaded_color) * 8.0);
luminances.InterlockedAdd(0, this_luminance);
}
#endif // NO_LUMINANCE_UPDATE
float prev_luminance_average = average_previous_luminances();
float3 exposure_color = shaded_color * (0.18 / prev_luminance_average);
float3 final_color = exposure_color;
final_color = float3(aces_filmic(final_color.r), aces_filmic(final_color.g), aces_filmic(final_color.b));
final_color = float3(pow(final_color.r, 1.0 / 2.2), pow(final_color.g, 1.0 / 2.2), pow(final_color.b, 1.0 / 2.2));
CompositionOutput output;
output.color = float4(final_color, 1.0);
return output;
}