Avoid calculating whitepoint for each sample for HDR (#722)
* Avoid calculating whitepoint for each sample for HDR
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@ -1,12 +1,7 @@
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#extension GL_ARB_texture_multisample : enable
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/MultiSample.glsllib"
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uniform COLORTEXTURE m_Texture;
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uniform vec3 m_WhitePoint;
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varying vec2 texCoord;
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vec3 FilmicCurve(in vec3 x){
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vec3 FilmicCurve(in vec3 x) {
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const float A = 0.22;
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const float B = 0.30;
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const float C = 0.10;
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@ -19,27 +14,40 @@ vec3 FilmicCurve(in vec3 x){
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// whitePoint should be 11.2
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vec3 ToneMap_Filmic(vec3 color, vec3 whitePoint){
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vec3 ToneMap_Filmic(vec3 color, vec3 whitePoint) {
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return FilmicCurve(color) / FilmicCurve(whitePoint);
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}
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vec4 tonemap(int i) {
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uniform vec3 m_WhitePoint;
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varying vec2 texCoord;
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#ifdef NUM_SAMPLES
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vec4 texVal = fetchTextureSample(m_Texture, texCoord, i);
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vec3 toneMapped = ToneMap_Filmic(texVal.rgb, m_WhitePoint);
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uniform sampler2DMS m_Texture;
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return vec4(toneMapped, texVal.a);
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vec4 ToneMap_TextureFilmic() {
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ivec2 iTexC = ivec2(texCoord * vec2(textureSize(m_Texture)));
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vec4 color = vec4(0.0);
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for (int i = 0; i < NUM_SAMPLES; i++) {
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vec4 hdrColor = texelFetch(m_Texture, iTexC, i);
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vec3 ldrColor = FilmicCurve(hdrColor.rgb);
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color += vec4(ldrColor, hdrColor.a);
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}
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color.rgb /= FilmicCurve(m_WhitePoint);
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return color / float(NUM_SAMPLES);
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}
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#else
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uniform sampler2D m_Texture;
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vec4 ToneMap_TextureFilmic() {
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vec4 texVal = texture2D(m_Texture, texCoord);
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return vec4(ToneMap_Filmic(texVal.rgb, m_WhitePoint), texVal.a);
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}
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#endif
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void main() {
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#ifdef RESOLVE_MS
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vec4 color = vec4(0.0);
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for (int i = 0; i < m_NumSamples; i++){
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color += tonemap(i);
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}
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gl_FragColor = color / m_NumSamples;
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#else
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gl_FragColor = tonemap(0);
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#endif
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gl_FragColor = ToneMap_TextureFilmic();
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}
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@ -15,9 +15,7 @@ MaterialDef Default GUI {
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}
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Defines {
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RESOLVE_MS : NumSamples
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NUM_SAMPLES : NumSamples
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}
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}
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}
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