#include "hdrutils.hlsl" /* Downsample a 2x2 area and convert to greyscale */ float4 downscale2x2Luminence( float2 uv : TEXCOORD0, uniform float2 texelSize, // depends on size of source texture uniform sampler2D inRTT : register(s0) ) : COLOR { float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 texOffset[4] = { -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5 }; for( int i = 0; i < 4; i++ ) { // Get colour from source accum += tex2D(inRTT, uv + texelSize * texOffset[i]); } // Adjust the accumulated amount by lum factor // Cannot use float3's here because it generates dependent texture errors because of swizzle float lum = dot(accum, LUMINENCE_FACTOR); // take average of 4 samples lum *= 0.25; return lum; } /* Downsample a 3x3 area * This shader is used multiple times on different source sizes, so texel size has to be configurable */ float4 downscale3x3( float2 uv : TEXCOORD0, uniform float2 texelSize, // depends on size of source texture uniform sampler2D inRTT : register(s0) ) : COLOR { float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 texOffset[9] = { -1.0, -1.0, 0.0, -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0 }; for( int i = 0; i < 9; i++ ) { // Get colour from source accum += tex2D(inRTT, uv + texelSize * texOffset[i]); } // take average of 9 samples accum *= 0.1111111111111111; return accum; } /* Downsample a 3x3 area from main RTT and perform a brightness pass */ float4 downscale3x3brightpass( float2 uv : TEXCOORD0, uniform float2 texelSize, // depends on size of source texture uniform sampler2D inRTT : register(s0), uniform sampler2D inLum : register(s1) ) : COLOR { float4 accum = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 texOffset[9] = { -1.0, -1.0, 0.0, -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0 }; for( int i = 0; i < 9; i++ ) { // Get colour from source accum += tex2D(inRTT, uv + texelSize * texOffset[i]); } // take average of 9 samples accum *= 0.1111111111111111; // Reduce bright and clamp accum = max(float4(0.0f, 0.0f, 0.0f, 1.0f), accum - BRIGHT_LIMITER); // Sample the luminence texture float4 lum = tex2D(inLum, float2(0.5f, 0.5f)); // Tone map result return toneMap(accum, lum.r); } /* Gaussian bloom, requires offsets and weights to be provided externally */ float4 bloom( float2 uv : TEXCOORD0, uniform float2 sampleOffsets[15], uniform float4 sampleWeights[15], uniform sampler2D inRTT : register(s0) ) : COLOR { float4 accum = float4(0.0f, 0.0f, 0.0f, 1.0f); float2 sampleUV; for( int i = 0; i < 15; i++ ) { // Sample from adjacent points, 7 each side and central sampleUV = uv + sampleOffsets[i]; accum += sampleWeights[i] * tex2D(inRTT, sampleUV); } return accum; } /* Final scene composition, with tone mapping */ float4 finalToneMapping( float2 uv : TEXCOORD0, uniform sampler2D inRTT : register(s0), uniform sampler2D inBloom : register(s1), uniform sampler2D inLum : register(s2) ) : COLOR { // Get main scene colour float4 sceneCol = tex2D(inRTT, uv); // Get luminence value float4 lum = tex2D(inLum, float2(0.5f, 0.5f)); // tone map this float4 toneMappedSceneCol = toneMap(sceneCol, lum.r); // Get bloom colour float4 bloom = tex2D(inBloom, uv); // Add scene & bloom return float4(toneMappedSceneCol.rgb + bloom.rgb, 1.0f); }