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HDR review: remove from reflections, kill depth check, order of operations corrections.
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commit
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10 changed files with 47 additions and 67 deletions
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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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