diffuse/albedo texture linearization

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
This commit is contained in:
Azaezel 2015-11-11 13:52:46 -06:00
parent 51b6469922
commit ce2964d2d0
31 changed files with 396 additions and 107 deletions

View file

@ -28,7 +28,8 @@ uniform sampler2D backBuffer : register(S0);
uniform sampler1D colorCorrectionTex : register( s1 );
uniform float OneOverGamma;
uniform float Brightness;
uniform float Contrast;
float4 main( PFXVertToPix IN ) : COLOR0
{
@ -42,5 +43,11 @@ float4 main( PFXVertToPix IN ) : COLOR0
// Apply gamma correction
color.rgb = pow( abs(color.rgb), OneOverGamma );
// Apply contrast
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
color.rgb += Brightness;
return color;
}

View file

@ -28,6 +28,8 @@ uniform sampler2D backBuffer;
uniform sampler1D colorCorrectionTex;
uniform float OneOverGamma;
uniform float Brightness;
uniform float Contrast;
in vec2 uv0;
@ -45,5 +47,11 @@ void main()
// Apply gamma correction
color.rgb = pow( abs(color.rgb), vec3(OneOverGamma) );
// Apply contrast
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
color.rgb += Brightness;
OUT_col = color;
}

View file

@ -41,6 +41,8 @@ uniform float3 g_fBlueShiftColor;
uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
uniform float Brightness;
uniform float Contrast;
float4 main( PFXVertToPix IN ) : COLOR0
@ -90,6 +92,12 @@ float4 main( PFXVertToPix IN ) : COLOR0
// Apply gamma correction
sample.rgb = pow( abs(sample.rgb), g_fOneOverGamma );
// Apply contrast
sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
sample.rgb += Brightness;
return sample;
}

View file

@ -42,6 +42,8 @@ uniform vec3 g_fBlueShiftColor;
uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
uniform float Brightness;
uniform float Contrast;
out vec4 OUT_col;
@ -93,6 +95,12 @@ void main()
// Apply gamma correction
_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
// Apply contrast
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
_sample.rgb += Brightness;
OUT_col = _sample;
}