Files
Nuake/Data/Shaders/Vulkan/tonemap.frag
2025-01-31 18:04:43 -05:00

132 lines
2.7 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct TonemapPushConstant
{
float Exposure;
float Gamma;
int SourceTextureID;
};
[[vk::push_constant]]
TonemapPushConstant pushConstants;
float3 PBRNeutralToneMapping(float3 color)
{
const float startCompression = 0.8 - 0.04;
const float desaturation = 0.15;
float x = min(color.r, min(color.g, color.b));
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
color -= offset;
float peak = max(color.r, max(color.g, color.b));
if (peak < startCompression) return color;
const float d = 1. - startCompression;
float newPeak = 1. - d * d / (peak + d - startCompression);
color *= newPeak / peak;
float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
return lerp(color, newPeak * float3(1, 1, 1), g);
}
PSOutput main(PSInput input)
{
PSOutput output;
float3 color = textures[pushConstants.SourceTextureID].Sample(mySampler, input.UV).rgb;
float3 mapped = float3(1.0, 1.0, 1.0) - exp(-color * pushConstants.Exposure);
color = pow(mapped, float3(pushConstants.Gamma, pushConstants.Gamma, pushConstants.Gamma));
output.oColor0 = float4(color, 1);
return output;
}