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//----------------------------------------------------------------------------------
// 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