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} | ||
}, | ||
"name": "move-transition", | ||
"version": "2.8.3" | ||
"version": "2.9.0" | ||
} |
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uniform float4x4 ViewProj; | ||
uniform texture2d image; | ||
uniform float multiplier; | ||
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uniform texture2d mask; | ||
uniform float threshold; | ||
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sampler_state texSampler { | ||
Filter = Linear; | ||
AddressU = Clamp; | ||
AddressV = Clamp; | ||
}; | ||
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struct VertData { | ||
float4 pos : POSITION; | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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struct VertInOut { | ||
float2 uv : TEXCOORD0; | ||
float4 pos : POSITION; | ||
}; | ||
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struct FragData { | ||
float2 uv : TEXCOORD0; | ||
}; | ||
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struct FragPos { | ||
float4 pos : POSITION; | ||
}; | ||
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float srgb_linear_to_nonlinear_channel(float u) | ||
{ | ||
return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1. / 2.4)) - 0.055); | ||
} | ||
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float3 srgb_linear_to_nonlinear(float3 v) | ||
{ | ||
return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b)); | ||
} | ||
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float3 rec709_to_rec2020(float3 v) | ||
{ | ||
float r = dot(v, float3(0.62740389593469903, 0.32928303837788370, 0.043313065687417225)); | ||
float g = dot(v, float3(0.069097289358232075, 0.91954039507545871, 0.011362315566309178)); | ||
float b = dot(v, float3(0.016391438875150280, 0.088013307877225749, 0.89559525324762401)); | ||
return float3(r, g, b); | ||
} | ||
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float3 rec2020_to_rec709(float3 v) | ||
{ | ||
float r = dot(v, float3(1.6604910021084345, -0.58764113878854951, -0.072849863319884883)); | ||
float g = dot(v, float3(-0.12455047452159074, 1.1328998971259603, -0.0083494226043694768)); | ||
float b = dot(v, float3(-0.018150763354905303, -0.10057889800800739, 1.1187296613629127)); | ||
return float3(r, g, b); | ||
} | ||
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float reinhard_channel(float x) | ||
{ | ||
return x / (x + 1.); | ||
} | ||
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float3 reinhard(float3 rgb) | ||
{ | ||
return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b)); | ||
} | ||
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float linear_to_st2084_channel(float x) | ||
{ | ||
float c = pow(abs(x), 0.1593017578); | ||
return pow((0.8359375 + 18.8515625 * c) / (1. + 18.6875 * c), 78.84375); | ||
} | ||
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float st2084_to_linear_channel(float u) | ||
{ | ||
float c = pow(abs(u), 1. / 78.84375); | ||
return pow(abs(max(c - 0.8359375, 0.) / (18.8515625 - 18.6875 * c)), 1. / 0.1593017578); | ||
} | ||
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float eetf_0_Lmax(float maxRGB1_pq, float Lw, float Lmax) | ||
{ | ||
float Lw_pq = linear_to_st2084_channel(Lw / 10000.); | ||
float E1 = saturate(maxRGB1_pq / Lw_pq); // Ensure normalization in case Lw is a lie | ||
float maxLum = linear_to_st2084_channel(Lmax / 10000.) / Lw_pq; | ||
float KS = (1.5 * maxLum) - 0.5; | ||
float E2 = E1; | ||
if (E1 > KS) | ||
{ | ||
float T = (E1 - KS) / (1. - KS); | ||
float Tsquared = T * T; | ||
float Tcubed = Tsquared * T; | ||
float P = (2. * Tcubed - 3. * Tsquared + 1.) * KS + (Tcubed - 2. * Tsquared + T) * (1. - KS) + (-2. * Tcubed + 3. * Tsquared) * maxLum; | ||
E2 = P; | ||
} | ||
float E3 = E2; | ||
float E4 = E3 * Lw_pq; | ||
return E4; | ||
} | ||
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float3 maxRGB_eetf_internal(float3 rgb_linear, float maxRGB1_linear, float maxRGB1_pq, float Lw, float Lmax) | ||
{ | ||
float maxRGB2_pq = eetf_0_Lmax(maxRGB1_pq, Lw, Lmax); | ||
float maxRGB2_linear = st2084_to_linear_channel(maxRGB2_pq); | ||
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// avoid divide-by-zero possibility | ||
maxRGB1_linear = max(6.10352e-5, maxRGB1_linear); | ||
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rgb_linear *= maxRGB2_linear / maxRGB1_linear; | ||
return rgb_linear; | ||
} | ||
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float3 maxRGB_eetf_linear_to_linear(float3 rgb_linear, float Lw, float Lmax) | ||
{ | ||
float maxRGB1_linear = max(max(rgb_linear.r, rgb_linear.g), rgb_linear.b); | ||
float maxRGB1_pq = linear_to_st2084_channel(maxRGB1_linear); | ||
return maxRGB_eetf_internal(rgb_linear, maxRGB1_linear, maxRGB1_pq, Lw, Lmax); | ||
} | ||
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VertInOut VSDefault(VertData v_in) | ||
{ | ||
VertInOut v_out; | ||
v_out.uv = v_in.uv; | ||
v_out.pos = mul(float4(v_in.pos.xyz, 1.), ViewProj); | ||
return v_out; | ||
} | ||
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FragPos VSConvertUnorm(uint id : VERTEXID) | ||
{ | ||
float idHigh = float(id >> 1); | ||
float idLow = float(id & uint(1)); | ||
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float x = idHigh * 4.0 - 1.0; | ||
float y = idLow * 4.0 - 1.0; | ||
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FragPos vert_out; | ||
vert_out.pos = float4(x, y, 0.0, 1.0); | ||
return vert_out; | ||
} | ||
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float4 Mask(FragData f_in) | ||
{ | ||
float4 rgba = image.Sample(texSampler, f_in.uv); | ||
rgba *= smoothstep(threshold - 0.1,threshold,mask.Sample(texSampler, f_in.uv).a); | ||
return rgba; | ||
} | ||
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float4 PSMask(FragData f_in) : TARGET | ||
{ | ||
float4 rgba = Mask(f_in); | ||
return rgba; | ||
} | ||
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float4 PSMaskMultiply(FragData f_in) : TARGET | ||
{ | ||
float4 rgba = Mask(f_in); | ||
rgba.rgb *= multiplier; | ||
return rgba; | ||
} | ||
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float4 PSMaskTonemap(FragData f_in) : TARGET | ||
{ | ||
float4 rgba = Mask(f_in); | ||
rgba.rgb = rec709_to_rec2020(rgba.rgb); | ||
rgba.rgb = reinhard(rgba.rgb); | ||
rgba.rgb = rec2020_to_rec709(rgba.rgb); | ||
return rgba; | ||
} | ||
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float4 PSMaskMultiplyTonemap(FragData f_in) : TARGET | ||
{ | ||
float4 rgba = Mask(f_in); | ||
rgba.rgb *= multiplier; | ||
rgba.rgb = rec709_to_rec2020(rgba.rgb); | ||
rgba.rgb = reinhard(rgba.rgb); | ||
rgba.rgb = rec2020_to_rec709(rgba.rgb); | ||
return rgba; | ||
} | ||
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float4 PSConvertUnorm(FragPos f_in) : TARGET | ||
{ | ||
float4 rgba = image.Load(int3(f_in.pos.xy, 0)); | ||
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); | ||
return rgba; | ||
} | ||
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float4 PSConvertUnormTonemap(FragPos f_in) : TARGET | ||
{ | ||
float4 rgba = image.Load(int3(f_in.pos.xy, 0)); | ||
rgba.rgb = rec709_to_rec2020(rgba.rgb); | ||
rgba.rgb = reinhard(rgba.rgb); | ||
rgba.rgb = rec2020_to_rec709(rgba.rgb); | ||
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); | ||
return rgba; | ||
} | ||
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float4 PSConvertUnormMultiplyTonemap(FragPos f_in) : TARGET | ||
{ | ||
float4 rgba = image.Load(int3(f_in.pos.xy, 0)); | ||
rgba.rgb *= multiplier; | ||
rgba.rgb = rec709_to_rec2020(rgba.rgb); | ||
rgba.rgb = reinhard(rgba.rgb); | ||
rgba.rgb = rec2020_to_rec709(rgba.rgb); | ||
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); | ||
return rgba; | ||
} | ||
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technique Draw | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSDefault(v_in); | ||
pixel_shader = PSMask(f_in); | ||
} | ||
} | ||
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technique DrawMultiply | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSDefault(v_in); | ||
pixel_shader = PSMaskMultiply(f_in); | ||
} | ||
} | ||
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technique DrawTonemap | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSDefault(v_in); | ||
pixel_shader = PSMaskTonemap(f_in); | ||
} | ||
} | ||
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technique DrawMultiplyTonemap | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSDefault(v_in); | ||
pixel_shader = PSMaskMultiplyTonemap(f_in); | ||
} | ||
} | ||
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technique ConvertUnorm | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSConvertUnorm(id); | ||
pixel_shader = PSConvertUnorm(f_in); | ||
} | ||
} | ||
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technique ConvertUnormTonemap | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSConvertUnorm(id); | ||
pixel_shader = PSConvertUnormTonemap(f_in); | ||
} | ||
} | ||
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technique ConvertUnormMultiplyTonemap | ||
{ | ||
pass | ||
{ | ||
vertex_shader = VSConvertUnorm(id); | ||
pixel_shader = PSConvertUnormMultiplyTonemap(f_in); | ||
} | ||
} |
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