mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1887 from Azaezel/hdrCleanups
HDR review: remove from reflections, kill depth check, order of ops
This commit is contained in:
commit
50c856f797
10 changed files with 47 additions and 67 deletions
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@ -22,7 +22,7 @@
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/// Blends between the scene and the tone mapped scene.
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$HDRPostFX::enableToneMapping = 1.0;
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$HDRPostFX::enableToneMapping = 0.5;
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/// The tone mapping middle grey or exposure value used
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/// to adjust the overall "balance" of the image.
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@ -318,7 +318,7 @@ function HDRPostFX::onDisabled( %this )
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GammaPostFX.enable();
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// Restore the non-HDR offscreen surface format.
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%format = "GFXFormatR8G8B8A8";
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%format = getBestHDRFormat();
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AL_FormatToken.format = %format;
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setReflectFormat( %format );
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@ -333,8 +333,8 @@ function HDRPostFX::onDisabled( %this )
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singleton PostEffect( HDRPostFX )
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{
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isEnabled = false;
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allowReflectPass = true;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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// and before we resolve the scene to the backbuffer.
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renderTime = "PFXBeforeBin";
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@ -359,7 +359,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownScale4x4Shader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -370,7 +370,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "bloomH";
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shader = HDR_BloomGaussBlurHShader;
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@ -382,7 +382,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "bloomV";
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shader = HDR_BloomGaussBlurVShader;
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@ -397,7 +397,7 @@ singleton PostEffect( HDRPostFX )
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// Now calculate the adapted luminance.
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "adaptLum";
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shader = HDR_SampleLumShader;
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@ -409,7 +409,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -420,7 +420,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -431,7 +431,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -445,8 +445,8 @@ singleton PostEffect( HDRPostFX )
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// one... PostEffect takes care to manage that.
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "finalLum";
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allowReflectPass = false;
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internalName = "finalLum";
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shader = HDR_CalcAdaptedLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -462,7 +462,7 @@ singleton PostEffect( HDRPostFX )
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// version of the scene.
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "combinePass";
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shader = HDR_CombineShader;
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@ -471,7 +471,6 @@ singleton PostEffect( HDRPostFX )
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texture[1] = "#adaptedLum";
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texture[2] = "#bloomFinal";
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texture[3] = $HDRPostFX::colorCorrectionRamp;
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texture[4] = "#prepass";
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target = "$backBuffer";
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};
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};
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@ -41,7 +41,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b;
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// Apply gamma correction
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color.rgb = pow( abs(color.rgb), OneOverGamma );
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color.rgb = pow( saturate(color.rgb), OneOverGamma );
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// Apply contrast
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color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
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@ -45,7 +45,7 @@ void main()
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color.b = texture( colorCorrectionTex, color.b ).b;
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// Apply gamma correction
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color.rgb = pow( abs(color.rgb), vec3(OneOverGamma) );
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color.rgb = pow( clamp(color.rgb, vec3(0.0),vec3(1.0)), vec3(OneOverGamma) );
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// Apply contrast
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color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
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@ -28,7 +28,6 @@ TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
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TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2);
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TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3);
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 4);
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uniform float2 texSize0;
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uniform float2 texSize2;
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@ -40,7 +39,6 @@ uniform float g_fEnableBlueShift;
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uniform float3 g_fBlueShiftColor;
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uniform float g_fBloomScale;
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uniform float g_fOneOverGamma;
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uniform float Brightness;
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uniform float Contrast;
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@ -71,6 +69,9 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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bloom.rgb = lerp( bloom.rgb, rodColor, coef );
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}
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// Add the bloom effect.
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sample += g_fBloomScale * bloom;
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// Map the high range of color values into a range appropriate for
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// display, taking into account the user's adaptation level,
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// white point, and selected value for for middle gray.
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@ -82,19 +83,13 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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sample.rgb = lerp( sample.rgb, sample.rgb * toneScalar, g_fEnableToneMapping );
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}
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// Add the bloom effect.
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float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
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if (depth>0.9999)
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sample += g_fBloomScale * bloom;
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// Apply the color correction.
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sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r;
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sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g;
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sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b;
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// Apply gamma correction
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sample.rgb = pow( abs(sample.rgb), g_fOneOverGamma );
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sample.rgb = pow( saturate(sample.rgb), g_fOneOverGamma );
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// Apply contrast
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sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f;
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@ -29,7 +29,6 @@ uniform sampler2D sceneTex;
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uniform sampler2D luminanceTex;
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uniform sampler2D bloomTex;
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uniform sampler1D colorCorrectionTex;
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uniform sampler2D prepassTex;
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uniform vec2 texSize0;
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uniform vec2 texSize2;
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@ -49,7 +48,6 @@ uniform float Contrast;
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out vec4 OUT_col;
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void main()
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{
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vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
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@ -76,6 +74,9 @@ void main()
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bloom.rgb = mix( bloom.rgb, rodColor, coef );
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}
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// Add the bloom effect.
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_sample += g_fBloomScale * bloom;
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// Map the high range of color values into a range appropriate for
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// display, taking into account the user's adaptation level,
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// white point, and selected value for for middle gray.
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@ -87,18 +88,13 @@ void main()
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_sample.rgb = mix( _sample.rgb, _sample.rgb * toneScalar, g_fEnableToneMapping );
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}
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// Add the bloom effect.
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float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
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if (depth>0.9999)
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_sample += g_fBloomScale * bloom;
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// Apply the color correction.
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_sample.r = texture( colorCorrectionTex, _sample.r ).r;
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_sample.g = texture( colorCorrectionTex, _sample.g ).g;
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_sample.b = texture( colorCorrectionTex, _sample.b ).b;
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// Apply gamma correction
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_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
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_sample.rgb = pow( _sample.rgb, vec3(g_fOneOverGamma) );
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// Apply contrast
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_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
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@ -22,7 +22,7 @@
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/// Blends between the scene and the tone mapped scene.
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$HDRPostFX::enableToneMapping = 1.0;
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$HDRPostFX::enableToneMapping = 0.5;
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/// The tone mapping middle grey or exposure value used
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/// to adjust the overall "balance" of the image.
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@ -333,8 +333,8 @@ function HDRPostFX::onDisabled( %this )
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singleton PostEffect( HDRPostFX )
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{
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isEnabled = false;
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allowReflectPass = true;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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// and before we resolve the scene to the backbuffer.
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renderTime = "PFXBeforeBin";
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@ -359,7 +359,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownScale4x4Shader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -370,7 +370,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "bloomH";
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shader = HDR_BloomGaussBlurHShader;
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@ -382,7 +382,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "bloomV";
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shader = HDR_BloomGaussBlurVShader;
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@ -397,7 +397,7 @@ singleton PostEffect( HDRPostFX )
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// Now calculate the adapted luminance.
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "adaptLum";
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shader = HDR_SampleLumShader;
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@ -409,7 +409,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -420,7 +420,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -431,7 +431,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -445,8 +445,8 @@ singleton PostEffect( HDRPostFX )
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// one... PostEffect takes care to manage that.
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "finalLum";
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allowReflectPass = false;
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internalName = "finalLum";
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shader = HDR_CalcAdaptedLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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|
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@ -462,7 +462,7 @@ singleton PostEffect( HDRPostFX )
|
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// version of the scene.
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new PostEffect()
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{
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allowReflectPass = true;
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allowReflectPass = false;
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internalName = "combinePass";
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shader = HDR_CombineShader;
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@ -471,7 +471,6 @@ singleton PostEffect( HDRPostFX )
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texture[1] = "#adaptedLum";
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texture[2] = "#bloomFinal";
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texture[3] = $HDRPostFX::colorCorrectionRamp;
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texture[4] = "#prepass";
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target = "$backBuffer";
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};
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};
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|
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@ -41,7 +41,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b;
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|
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// Apply gamma correction
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color.rgb = pow( abs(color.rgb), OneOverGamma );
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color.rgb = pow( saturate(color.rgb), OneOverGamma );
|
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|
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// Apply contrast
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color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
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|
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@ -45,7 +45,7 @@ void main()
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color.b = texture( colorCorrectionTex, color.b ).b;
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|
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// Apply gamma correction
|
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color.rgb = pow( abs(color.rgb), vec3(OneOverGamma) );
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color.rgb = pow( clamp(color.rgb, vec3(0.0),vec3(1.0)), vec3(OneOverGamma) );
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// Apply contrast
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color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
|
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|
|
|
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@ -28,7 +28,6 @@ TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
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TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2);
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TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3);
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 4);
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uniform float2 texSize0;
|
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uniform float2 texSize2;
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@ -40,7 +39,6 @@ uniform float g_fEnableBlueShift;
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|||
|
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uniform float3 g_fBlueShiftColor;
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uniform float g_fBloomScale;
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||||
|
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uniform float g_fOneOverGamma;
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uniform float Brightness;
|
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uniform float Contrast;
|
||||
|
|
@ -71,6 +69,9 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
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bloom.rgb = lerp( bloom.rgb, rodColor, coef );
|
||||
}
|
||||
|
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// Add the bloom effect.
|
||||
sample += g_fBloomScale * bloom;
|
||||
|
||||
// Map the high range of color values into a range appropriate for
|
||||
// display, taking into account the user's adaptation level,
|
||||
// white point, and selected value for for middle gray.
|
||||
|
|
@ -82,19 +83,13 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
|||
sample.rgb = lerp( sample.rgb, sample.rgb * toneScalar, g_fEnableToneMapping );
|
||||
}
|
||||
|
||||
// Add the bloom effect.
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
|
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if (depth>0.9999)
|
||||
sample += g_fBloomScale * bloom;
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|
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// Apply the color correction.
|
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sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r;
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||||
sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g;
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sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b;
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|
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// Apply gamma correction
|
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sample.rgb = pow( abs(sample.rgb), g_fOneOverGamma );
|
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sample.rgb = pow( saturate(sample.rgb), g_fOneOverGamma );
|
||||
|
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// Apply contrast
|
||||
sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f;
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|
|
|
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@ -29,7 +29,6 @@ uniform sampler2D sceneTex;
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uniform sampler2D luminanceTex;
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uniform sampler2D bloomTex;
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||||
uniform sampler1D colorCorrectionTex;
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uniform sampler2D prepassTex;
|
||||
|
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uniform vec2 texSize0;
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||||
uniform vec2 texSize2;
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||||
|
|
@ -49,7 +48,6 @@ uniform float Contrast;
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|||
|
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out vec4 OUT_col;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
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||||
|
|
@ -76,6 +74,9 @@ void main()
|
|||
bloom.rgb = mix( bloom.rgb, rodColor, coef );
|
||||
}
|
||||
|
||||
// Add the bloom effect.
|
||||
_sample += g_fBloomScale * bloom;
|
||||
|
||||
// Map the high range of color values into a range appropriate for
|
||||
// display, taking into account the user's adaptation level,
|
||||
// white point, and selected value for for middle gray.
|
||||
|
|
@ -87,18 +88,13 @@ void main()
|
|||
_sample.rgb = mix( _sample.rgb, _sample.rgb * toneScalar, g_fEnableToneMapping );
|
||||
}
|
||||
|
||||
// Add the bloom effect.
|
||||
float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
|
||||
if (depth>0.9999)
|
||||
_sample += g_fBloomScale * bloom;
|
||||
|
||||
// Apply the color correction.
|
||||
_sample.r = texture( colorCorrectionTex, _sample.r ).r;
|
||||
_sample.g = texture( colorCorrectionTex, _sample.g ).g;
|
||||
_sample.b = texture( colorCorrectionTex, _sample.b ).b;
|
||||
|
||||
// Apply gamma correction
|
||||
_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
|
||||
_sample.rgb = pow( _sample.rgb, vec3(g_fOneOverGamma) );
|
||||
|
||||
// Apply contrast
|
||||
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
|
||||
|
|
|
|||
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Add table
Add a link
Reference in a new issue