HDRBloomTonemap.effect 10.6 KB
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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
	<MetaData>
		<Property name="GammaValue" formalName="Gamma" default="2.2" min="0.1" max="4"/>
		<Property name="Exposure"   min="-9" max="9"   default="0"/>

                <Property name="BloomThreshold" formalName="Bloom Threshold" description="Objects brighter than this will\ngenerate a bloom" default="1.0" />
                <Property name="BlurFalloff"    formalName="Bloom Falloff"   description="Size of the bloom. Smaller\nnumber means larger bloom." default="0" min="0" max="10"/>

                <Property name="TonemappingLerp" formalName="Effect Amount"  description="Adjust between no change and\nfull effect." default="1" min="0" max="1" hidden="True"/>

		<!--
		<Property name="Key" formalName="Luminance Key" min="0" max="1" default="0.04"/>
		<Property name="expLum" formalName="Exposure Luminance" default="2.0"/>
		<Property name="TonemappingLod" formalName="Tonemapping adaptation rate" default="10" min="0" max="20"/>
		-->
		<Property name="ChannelThreshold" formalName="Channel Threshold" hidden="True" description="Channel threshold" default="1.0" />
		<Property name="PoissonRotation" hidden="True" default="0"/>
		<Property name="PoissonDistance" hidden="True" default="4"/>
		<Property name="Downsample2" 	filter="linear" clamp="clamp" type="Texture" />
		<Property name="Downsample4" 	filter="linear" clamp="clamp" type="Texture" />

	</MetaData>
	<Shaders>
		<Shared>
#include "blur.glsllib"
#include "luminance.glsllib"
float get_blur_falloff() { return exp2( -BlurFalloff ); }
float get_exposure() { return exp2( Exposure ); }
		</Shared>
		<Shader name="LUMINOSITY">
			<VertexShader>
vec2 ToRotatedPoissonTexCoord( vec3 poisson, vec2 inputTex, vec2 inc, mat2 rotation )
{
	vec2 rotatedPoisson = rotation * vec2( poisson.xy );
	return vec2( inputTex.x + rotatedPoisson.x * inc.x, inputTex.y + rotatedPoisson.y * inc.y );
}

void SetupPoissonBlurCoordsRotation(float inBlurAmount, vec2 inTexInfo, float inRotationRadians )
{
	float incX = inBlurAmount / inTexInfo.x;
	float incY = inBlurAmount / inTexInfo.y;
	float rotCos = cos( inRotationRadians );
	float rotSin = sin( inRotationRadians );
	mat2 rotMatrix = mat2( rotCos, rotSin, -rotSin, rotCos );
	vec2 incVec = vec2( incX, incY );

	TexCoord0 = ToRotatedPoissonTexCoord( poisson0, TexCoord, incVec, rotMatrix );
	TexCoord1 = ToRotatedPoissonTexCoord( poisson1, TexCoord, incVec, rotMatrix );
	TexCoord2 = ToRotatedPoissonTexCoord( poisson2, TexCoord, incVec, rotMatrix );
	TexCoord3 = ToRotatedPoissonTexCoord( poisson3, TexCoord, incVec, rotMatrix );
	TexCoord4 = ToRotatedPoissonTexCoord( poisson4, TexCoord, incVec, rotMatrix );
	TexCoord5 = ToRotatedPoissonTexCoord( poisson5, TexCoord, incVec, rotMatrix );
	TexCoord6 = ToRotatedPoissonTexCoord( poisson6, TexCoord, incVec, rotMatrix );
	TexCoord7 = ToRotatedPoissonTexCoord( poisson7, TexCoord, incVec, rotMatrix );
}
// No op
void vert ()
{
	SetupPoissonBlurCoordsRotation( 5.0 * get_blur_falloff(), Texture0Info.xy, 0.0);
}
			</VertexShader>
			<FragmentShader>

float cutoff( float color )
{
	return color >= BloomThreshold ? color : 0.0;
}
vec4 cutoffColor( sampler2D inSampler, vec2 texCoord )
{
    vec4 color = GetTextureValue(inSampler, texCoord, 1.0);
	vec3 exposed_color = color.xyz * get_exposure();
	vec3 cutoff_color = vec3( cutoff( color.x ), cutoff( color.y ), cutoff( color.z ) );
	float pixelMult = dot( cutoff_color, cutoff_color ) > 0.0 ? 1.0 : 0.0;
	return vec4( exposed_color.xyz, color.a ) * pixelMult;
}

vec4 PoissonBlur(sampler2D inSampler )
{
	//flatten out the poisson for this step, we really just want to smear.
	float mult0 = 1.0;
	float mult1 = mult0;
	float mult2 = mult0;
	float mult3 = mult2;
	float mult4 = mult2;
	float mult5 = mult2;
	float mult6 = mult2;
	float mult7 = mult2;

	float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6 + mult7;
	float multMultiplier = ( multTotal > 0.0 ? 1.0 / multTotal : 0.0 );

	vec4 outColor = cutoffColor( inSampler, TexCoord0 ) * (mult0 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord1 ) * (mult1 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord2 ) * (mult2 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord3 ) * (mult3 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord4 ) * (mult4 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord5 ) * (mult5 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord6 ) * (mult6 * multMultiplier);
	outColor += cutoffColor( inSampler, TexCoord7 ) * (mult7 * multMultiplier);
	return outColor;
}

void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
{
	gl_FragColor = PoissonBlur( Texture0 );
}
			</FragmentShader>
		</Shader>
		<Shader name="BLUR">
		<VertexShader>

vec2 ToRotatedPoissonTexCoord( vec3 poisson, vec2 inputTex, vec2 inc, mat2 rotation )
{
	vec2 rotatedPoisson = rotation * vec2( poisson.xy );
	return vec2( inputTex.x + rotatedPoisson.x * inc.x, inputTex.y + rotatedPoisson.y * inc.y );
}

void SetupPoissonBlurCoordsRotation(float inBlurAmount, vec2 inTexInfo, float inRotationRadians )
{
	float incX = inBlurAmount / inTexInfo.x;
	float incY = inBlurAmount / inTexInfo.y;
	float rotCos = cos( inRotationRadians );
	float rotSin = sin( inRotationRadians );
	mat2 rotMatrix = mat2( rotCos, rotSin, -rotSin, rotCos );
	vec2 incVec = vec2( incX, incY );

	TexCoord0 = ToRotatedPoissonTexCoord( poisson0, TexCoord, incVec, rotMatrix );
	TexCoord1 = ToRotatedPoissonTexCoord( poisson1, TexCoord, incVec, rotMatrix );
	TexCoord2 = ToRotatedPoissonTexCoord( poisson2, TexCoord, incVec, rotMatrix );
	TexCoord3 = ToRotatedPoissonTexCoord( poisson3, TexCoord, incVec, rotMatrix );
	TexCoord4 = ToRotatedPoissonTexCoord( poisson4, TexCoord, incVec, rotMatrix );
	TexCoord5 = ToRotatedPoissonTexCoord( poisson5, TexCoord, incVec, rotMatrix );
	TexCoord6 = ToRotatedPoissonTexCoord( poisson6, TexCoord, incVec, rotMatrix );
	TexCoord7 = ToRotatedPoissonTexCoord( poisson7, TexCoord, incVec, rotMatrix );
}

void vert ()
{
	SetupPoissonBlurCoordsRotation( PoissonDistance, Texture0Info.xy, PoissonRotation);
}
		</VertexShader>
		<FragmentShader>
vec4 PoissonBlur(sampler2D inSampler )
{
	float mult0 = (1.0 - poisson0.z);
	float mult1 = (1.0 - poisson1.z);
	float mult2 = (1.0 - poisson2.z);
	float mult3 = (1.0 - poisson3.z);
	float mult4 = (1.0 - poisson4.z);
	float mult5 = (1.0 - poisson5.z);
	float mult6 = (1.0 - poisson6.z);
	float mult7 = (1.0 - poisson7.z);

	float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6 + mult7;
	float multMultiplier = ( multTotal > 0.0 ? 1.0 / multTotal : 0.0 ) * get_blur_falloff();

	vec4 outColor = GetTextureValue( inSampler, TexCoord0, 1.0 ) * (mult0 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord1, 1.0 ) * (mult1 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord2, 1.0 ) * (mult2 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord3, 1.0 ) * (mult3 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord4, 1.0 ) * (mult4 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord5, 1.0 ) * (mult5 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord6, 1.0 ) * (mult6 * multMultiplier);
	outColor += GetTextureValue( inSampler, TexCoord7, 1.0 ) * (mult7 * multMultiplier);
	return outColor;
}

void frag()
{
	//Passing in 1.0 means the value will not get alpha-multiplied again
    gl_FragColor = PoissonBlur( Texture0 );
}
		</FragmentShader>
		</Shader>
		<Shader name="COMBINER">
		<FragmentShader>
	/*

float GetAdaptedLuminance( sampler2D inSampler )
{

	vec3 col = textureLod( inSampler, TexCoord, TonemappingLod).rgb;
	return luminance( col );
}

vec3 GetTonemappedReinhard( sampler2D inSampler, vec3 inSource, vec3 inBlurred )
{
	// adapted luminance value
	float adpLm = GetAdaptedLuminance( inSampler );
	// luminance of current color
	float curLm = luminance( inSource.rgb );
	// relative luminance
	float relLm = Key/adpLm;
	// displayable  value D
	float D = (relLm * (1.0 + relLm/(expLum*expLum)) / (1.0 + relLm));
	// tone map result
	vec3 color = inBlurred.xyz * relLm;
	//vec3 gamaColor = pow(color, vec3(1.0/2.2));

	//return gamaColor;
	return vec3(relLm, relLm, relLm );
}

vec3 GetTonemappedReinhardSimple( vec3 inSource, vec3 inBlurred )
{
	vec3 texColor = inBlurred * 1.0;  // Hardcoded Exposure Adjustment
	texColor = texColor/(1.0 + texColor);
	vec3 retColor = pow( texColor, vec3(1.0/2.2) );
	return retColor;
}
*/

void frag()
{
	vec4 sourceColor = texture2D_0(TexCoord);


	vec4 summation = texture2D_Downsample2(TexCoord)
							+ texture2D_Downsample4(TexCoord);

	vec3 bloom_result = sourceColor.xyz * get_exposure() + summation.xyz;

	//Threshold defines the white point for the image which shouldn't be adaptive.
	vec3 thresholded = clamp( bloom_result.xyz, 0.0, ChannelThreshold ) / ChannelThreshold;

	vec3 tonemapped =  pow( thresholded, vec3( 1.0 / GammaValue ) );

	vec3 final_color = mix( thresholded, tonemapped, TonemappingLerp );

	float resultAlpha = max( summation.a, sourceColor.a );

	gl_FragColor = vec4( final_color, resultAlpha );

	/*
	gl_FragColor = vec4( texture2D_Downsample2(TexCoord).xyz
						, 1.0 );
	*/
}
		</FragmentShader>
		</Shader>
		<Shader name="Passthrough">
		<VertexShader>
void vert ()
{
}
		</VertexShader>
		<FragmentShader>
void frag()
{
	//Passing in 1.0 means the value will not get alpha-multiplied again
    gl_FragColor = GetTextureValue( Texture0, TexCoord, 1.0 );
}
		</FragmentShader>
		</Shader>
	</Shaders>
	<Passes>
		<Buffer name="luminosity_buffer2" format="source" filter="linear" wrap="clamp" size=".5" lifetime="scene"/>
		<Buffer name="downsample_buffer2" format="source" filter="linear" wrap="clamp" size=".5" lifetime="scene"/>
		<Buffer name="downsample_buffer4" format="source" filter="linear" wrap="clamp" size=".25" lifetime="scene"/>
		<Pass shader="LUMINOSITY" input="[source]" output='downsample_buffer2' >
		</Pass>
		<Pass shader="LUMINOSITY" input="downsample_buffer2" output='luminosity_buffer2' >
		</Pass>
		<!--<Pass shader='Passthrough' input='luminosity_buffer2' />-->

		<Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer2">
			<SetParam name="PoissonDistance" value="4"/>
			<SetParam name="PoissonRotation" value="0"/>
		</Pass>
		<Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer4">
			<SetParam name="PoissonDistance" value="4"/>
			<SetParam name="PoissonRotation" value="0.62831"/>
		</Pass>
		<Pass shader="COMBINER" input="[source]">
			<BufferInput param="Downsample2" value="downsample_buffer2"/>
			<BufferInput param="Downsample4" value="downsample_buffer4"/>
			<RenderState name="Stencil" value="false"/>
		</Pass>
	</Passes>
</Effect>