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52 lines
1.3 KiB
GLSL
52 lines
1.3 KiB
GLSL
#include "Utils/header.hlsl"
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct TonemapPushConstant
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{
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float Exposure;
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float Gamma;
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int SourceTextureID;
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};
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[[vk::push_constant]]
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TonemapPushConstant pushConstants;
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float3 PBRNeutralToneMapping(float3 color)
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{
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const float startCompression = 0.8 - 0.04;
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const float desaturation = 0.15;
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float x = min(color.r, min(color.g, color.b));
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float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
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color -= offset;
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float peak = max(color.r, max(color.g, color.b));
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if (peak < startCompression) return color;
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const float d = 1. - startCompression;
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float newPeak = 1. - d * d / (peak + d - startCompression);
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color *= newPeak / peak;
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float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
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return lerp(color, newPeak * float3(1, 1, 1), g);
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}
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PSOutput main(PSInput input)
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{
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PSOutput output;
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float3 color = textures[pushConstants.SourceTextureID].Sample(mySampler[0], input.UV).rgb;
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float3 mapped = float3(1.0, 1.0, 1.0) - exp(-color * pushConstants.Exposure);
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color = pow(mapped, float3(pushConstants.Gamma, pushConstants.Gamma, pushConstants.Gamma));
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output.oColor0 = float4(color, 1);
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return output;
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} |