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Seele/res/shaders/ToneMapping.slang
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2025-05-10 22:52:46 +02:00

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// MIT License
//
// Copyright (c) 2024 Missing Deadlines (Benjamin Wrensch)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// All values used to derive this implementation are sourced from Troys initial AgX implementation/OCIO config file available here:
// https://github.com/sobotka/AgX
struct Parameters
{
float4 offset = float4(0.0);
float4 slope = float4(1.0);
float4 power = float4(1.0);
float sat = 1.0;
Texture2D hdrInputTexture;
SamplerState hdrSampler;
StructuredBuffer<float> averageLuminance;
};
ParameterBlock<Parameters> pToneMappingParams;
// AgX
// ->
// Mean error^2: 3.6705141e-06
float3 agxDefaultContrastApprox(float3 x) {
float3 x2 = x * x;
float3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
float3 agx(float3 val) {
const float3x3 agx_mat = transpose(float3x3(
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
0.0784335999999992, 0.878468636469772, 0.0784336,
0.0792237451477643, 0.0791661274605434, 0.879142973793104));
const float min_ev = -12.47393f;
const float max_ev = 4.026069f;
// Input transform
val = mul(agx_mat, val);
// Log2 space encoding
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);
// Apply sigmoid function approximation
val = agxDefaultContrastApprox(val);
return val;
}
float3 agxEotf(float3 val) {
const float3x3 agx_mat_inv = transpose(float3x3(
1.19687900512017, -0.0528968517574562, -0.0529716355144438,
-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
-0.0990297440797205, -0.0989611768448433, 1.15107367264116));
// Undo input transform
val = mul(agx_mat_inv, val);
// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
val = pow(val, float3(2.2));
return val;
}
float3 agxLook(float3 val) {
const float3 lw = float3(0.2126, 0.7152, 0.0722);
float luma = dot(val, lw);
// Default
float3 offset = pToneMappingParams.offset.xyz;
float3 slope = pToneMappingParams.slope.xyz;
float3 power = pToneMappingParams.power.xyz;
float sat = pToneMappingParams.sat;
// ASC CDL
val = pow(val * slope + offset, power);
return luma + sat * (val - luma);
}
[shader("pixel")]
float4 toneMapping(float2 uv : UV) : SV_Target
{
float3 hdrValue = pToneMappingParams.hdrInputTexture.Sample(pToneMappingParams.hdrSampler, uv).rgb;
float3 value = agx(hdrValue);
value = agxLook(value);
value = agxEotf(value);
return float4(hdrValue, 1);
}