NazaraEngine/bin/resources/tone_mapping.nzsl

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[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4[f32],
invProjectionMatrix: mat4[f32],
viewMatrix: mat4[f32],
invViewMatrix: mat4[f32],
viewProjMatrix: mat4[f32],
invViewProjMatrix: mat4[f32],
renderTargetSize: vec2[f32],
invRenderTargetSize: vec2[f32],
eyePosition: vec3[f32]
}
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] inputTexture: sampler2D[f32]
}
struct FragIn
{
[location(0)] uv: vec2[f32],
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32],
}
struct VertOut
{
[location(0)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let exposure = 0.8;
let hdrColor = inputTexture.Sample(input.uv).rgb;
// reinhard tone mapping
let mapped = vec3[f32](1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
let output: FragOut;
output.color = vec4[f32](mapped, 1.0);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}