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MariENB/enbseries/enbadaptation.fx
2019-04-07 17:46:45 +02:00

111 lines
2.6 KiB
HLSL

/* This shader intentionally left unchanged */
float4 AdaptationParameters;
Texture2D TextureCurrent;
Texture2D TexturePrevious;
SamplerState Sampler0
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN,
uniform float sizeX, uniform float sizeY)
{
VS_OUTPUT_POST OUT;
float4 pos;
pos.xyz = IN.pos.xyz;
pos.w = 1.0;
OUT.pos = pos;
float2 offset;
offset.x = sizeX;
offset.y = sizeY;
OUT.txcoord0.xy = IN.txcoord.xy+offset.xy;
return OUT;
}
float4 PS_Downsample(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
float4 res;
float2 pos, coord;
float4 curr = 0.0, currmax = 0.0;
const float scale = 1.0/16.0, step = 1.0/16.0, halfstep = 0.5/16.0;
pos.x = -0.5+halfstep;
for (int x=0; x<16; x++)
{
pos.y = -0.5+halfstep;
for (int y=0; y<16; y++)
{
coord = pos.xy*scale;
float4 tempcurr = TextureCurrent.Sample(Sampler0,
IN.txcoord0.xy+coord.xy);
currmax = max(currmax,tempcurr);
curr += tempcurr;
pos.y += step;
}
pos.x += step;
}
curr /= 256.0;
res = curr;
res = max(res.x,max(res.y,res.z));
res.w = 1.0;
return res;
}
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
float4 res;
float prev = TexturePrevious.Sample(Sampler0,IN.txcoord0.xy).x;
float2 pos;
float curr = 0.0, currmax = 0.0;
const float step = 1.0/16.0, halfstep = 0.5/16.0;
pos.x = halfstep;
for (int x=0; x<16; x++)
{
pos.y = halfstep;
for (int y=0; y<16; y++)
{
float tempcurr = TextureCurrent.Sample(Sampler0,
IN.txcoord0.xy+pos.xy).x;
currmax = max(currmax,tempcurr);
curr += tempcurr;
pos.y += step;
}
pos.x += step;
}
curr /= 256.0;
curr = lerp(curr,currmax,AdaptationParameters.z);
res = lerp(prev,curr,AdaptationParameters.w);
res = max(res,0.001);
res = min(res,16384.0);
float valmax, valcut;
valmax = max(res.x,max(res.y,res.z));
valcut = max(valmax,AdaptationParameters.x);
valcut = min(valcut,AdaptationParameters.y);
res *= valcut/(valmax+0.000000001);
res.w = 1.0;
return res;
}
technique11 Downsample
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
}
}
technique11 Draw
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
}
}