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| author | Marco Foco <[email protected]> | 2016-03-07 15:47:07 +0100 |
|---|---|---|
| committer | Marco Foco <[email protected]> | 2016-03-08 16:04:19 +0100 |
| commit | cd6e0492903f8a9eb5efa14263d7d9ab092517de (patch) | |
| tree | 05c010b75bf777335565819dcceb140886c5a7e9 /samples/d3d11/shaders/tonemap.hlsli | |
| download | faceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.tar.xz faceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.zip | |
FaceWorks 1.0
Diffstat (limited to 'samples/d3d11/shaders/tonemap.hlsli')
| -rw-r--r-- | samples/d3d11/shaders/tonemap.hlsli | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/samples/d3d11/shaders/tonemap.hlsli b/samples/d3d11/shaders/tonemap.hlsli new file mode 100644 index 0000000..f6e8355 --- /dev/null +++ b/samples/d3d11/shaders/tonemap.hlsli @@ -0,0 +1,62 @@ +//---------------------------------------------------------------------------------- +// File: FaceWorks/samples/sample_d3d11/shaders/tonemap.hlsli +// SDK Version: v1.0 +// Email: [email protected] +// Site: http://developer.nvidia.com/ +// +// Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of NVIDIA CORPORATION nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY +// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY +// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +// +//---------------------------------------------------------------------------------- + +#ifndef TONEMAP_HLSLI +#define TONEMAP_HLSLI + +#include "common.hlsli" + +float3 Tonemap(float3 rgb) +{ + // Apply exposure + rgb *= g_exposure; + + // Apply the magic Jim Hejl tonemapping curve (see: + // http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting, slide #140) + static const bool useTonemapping = true; + if (useTonemapping) + { + rgb = max(0, rgb - 0.004); + rgb = (rgb * (6.2 * rgb + 0.5)) / (rgb * (6.2 * rgb + 1.7) + 0.06); + } + else + { + // Just convert to SRGB gamma space + rgb = (rgb < 0.0031308) ? (12.92 * rgb) : (1.055 * pow(rgb, 1.0/2.4) - 0.055); + } + + return rgb; +} + +#endif // TONEMAP_HLSLI |