Avoid calculating whitepoint for each sample for HDR (#722)

* Avoid calculating whitepoint for each sample for HDR
This commit is contained in:
Kirill Vainer 2017-09-17 23:03:39 -04:00 committed by GitHub
parent 6127f7eb7a
commit b56e321218
2 changed files with 30 additions and 24 deletions

View File

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

View File

@ -15,9 +15,7 @@ MaterialDef Default GUI {
}
Defines {
RESOLVE_MS : NumSamples
NUM_SAMPLES : NumSamples
}
}
}