Demo/DeferredShading: Add tone-mapping (without automatic exposure for now)
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@@ -54,7 +54,7 @@ fn main(input: FragIn) -> FragOut
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
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return output;
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}
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66
bin/resources/tone_mapping.nzsl
Normal file
66
bin/resources/tone_mapping.nzsl
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@@ -0,0 +1,66 @@
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] inputTexture: sampler2D<f32>
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let exposure = 0.8;
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let hdrColor = inputTexture.Sample(fragcoord).rgb;
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// reinhard tone mapping
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let mapped = vec3<f32>(1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
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let output: FragOut;
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output.color = vec4<f32>(mapped, 1.0);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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return output;
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}
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