Code style cleanup

#3250
This commit is contained in:
Wojtek Figat
2025-03-08 20:18:38 +01:00
parent f7c6d34f59
commit 4c9d51f0ef
5 changed files with 216 additions and 240 deletions

View File

@@ -36,7 +36,6 @@
META_CB_BEGIN(0, Data)
// Bloom parameters
float BloomIntensity;
float BloomClamp;
float BloomThreshold;
@@ -47,7 +46,6 @@ float BloomHighMix;
float BloomMipCount;
float BloomLayer;
float3 VignetteColor;
float VignetteShapeFactor;
@@ -260,7 +258,6 @@ float2 coordRot(in float2 tc, in float angle)
}
// Uses a lower exposure to produce a value suitable for a bloom pass
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
{
@@ -278,10 +275,11 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
// Apply Karis average to prevent bright pixels from dominating
float centerLuma = max(dot(center, float3(0.2126, 0.7152, 0.0722)), 0.0001);
center = center / (1.0 + centerLuma);
float centerWeight = 4.0;
color += center * centerWeight;
totalWeight += centerWeight;
// Inner ring - fixed offset at 1.0 texel distance
UNROLL
for (int i = 0; i < 4; i++)
@@ -293,11 +291,12 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
// Apply Karis average
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
sample = sample / (1.0 + sampleLuma);
float weight = 2.0;
color += sample * weight;
totalWeight += weight;
}
// Outer ring - fixed offset at 1.4142 texel distance (diagonal)
UNROLL
for (int j = 0; j < 8; j++)
@@ -305,11 +304,11 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
float angle = j * (PI / 4.0);
float2 offset = float2(cos(angle), sin(angle)) * texelSize * 1.4142;
float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
// Apply Karis average
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
sample = sample / (1.0 + sampleLuma);
float weight = 1.0;
color += sample * weight;
totalWeight += weight;
@@ -320,24 +319,28 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
float finalLuma = max(dot(color, float3(0.2126, 0.7152, 0.0722)), 0.0001);
color = color * (1.0 + finalLuma);
// Apply threshold with quadratic rolloff for smoother transition
// Apply threshold with quadratic rolloff for smoother transition
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
float threshold = max(BloomThreshold, 0.2);
float knee = threshold * BloomThresholdKnee;
float soft_max = threshold + knee;
float softMax = threshold + knee;
float contribution = 0;
if (luminance > threshold) {
if (luminance < soft_max) {
if (luminance > threshold)
{
if (luminance < softMax)
{
// Quadratic softening between threshold and (threshold + knee)
float x = (luminance - threshold) / knee;
contribution = x * x * 0.5;
} else {
// Full contribution above soft_max
}
else
{
// Full contribution above softMax
contribution = luminance - threshold;
}
}
float testc = BloomClamp;
float3 clamped = (color * contribution);
clamped.r = min(clamped.r, testc);
@@ -360,7 +363,8 @@ float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
float totalWeight = 0;
// Sample offsets (fixed)
const float2 offsets[9] = {
const float2 offsets[9] =
{
float2( 0, 0), // Center
float2(-1, -1), // Corners
float2( 1, -1),
@@ -373,7 +377,8 @@ float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
};
// Sample weights (fixed)
const float weights[9] = {
const float weights[9] =
{
4.0, // Center
1.0, // Corners
1.0,
@@ -401,11 +406,10 @@ META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
{
float anisotropy = 1.0;
uint width, height;
Input0.GetDimensions(width, height);
float2 texelSize = 1.0 / float2(width, height);
// Maintain fixed scale through mip chain
float baseOffset = 1.0;
float offsetScale = (1.0) * baseOffset;
@@ -436,7 +440,8 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
}
// Corners - fixed distance samples
float2 cornerOffsets[4] = {
float2 cornerOffsets[4] =
{
float2(offsetScale * anisotropy, offsetScale),
float2(-offsetScale * anisotropy, offsetScale),
float2(offsetScale * anisotropy, -offsetScale),
@@ -451,12 +456,12 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
color += sample.rgb * weight;
totalWeight += weight;
}
color /= totalWeight;
uint width1, height1;
Input1.GetDimensions(width1, height1);
// Calculate mip fade factor (0 = smallest mip, 1 = largest mip)
float mipFade = BloomLayer / (BloomMipCount - 1);
@@ -476,24 +481,20 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
float3 previousMip = Input1.Sample(SamplerLinearClamp, input.TexCoord).rgb;
color += previousMip;
}
return float4(color, 1.0);
}
// Horizontal gaussian blur
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_GaussainBlurH(Quad_VS2PS input) : SV_Target
{
float4 color = 0;
UNROLL
for (int i = 0; i < GB_KERNEL_SIZE; i++)
{
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(GaussianBlurCache[i].y, 0.0)) * GaussianBlurCache[i].x;
}
return color;
}
@@ -502,18 +503,14 @@ META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_GaussainBlurV(Quad_VS2PS input) : SV_Target
{
float4 color = 0;
UNROLL
for (int i = 0; i < GB_KERNEL_SIZE; i++)
{
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(0.0, GaussianBlurCache[i].y)) * GaussianBlurCache[i].x;
}
return color;
}
// Generate 'ghosts' for lens flare
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
@@ -553,8 +550,7 @@ float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.r).r,
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.g).g,
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.b).b);
color = clamp((color * 1.0f) + LensBias, 0, 10) * (LensScale * weight);
color = clamp(color + LensBias, 0, 10) * (LensScale * weight);
// Accumulate color
result += color;
@@ -610,8 +606,6 @@ float nrand(float2 n)
return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
}
// Applies exposure, color grading and tone mapping to the input.
// Combines it with the results of the bloom pass and other postFx.
META_PS(true, FEATURE_LEVEL_ES2)
@@ -658,8 +652,7 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
color = Input0.Sample(SamplerLinearClamp, uv);
}
// Lens Flaresf
// Lens Flares
BRANCH
if (LensFlareIntensity > 0)
{
@@ -677,21 +670,17 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
lensLight += lensFlares * 1.5f;
color.rgb += lensFlares;
}
// In PS_Composite:
BRANCH
if (BloomIntensity > 0)
{
// Sample the final bloom result
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
bloom = bloom * BloomIntensity;
lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
color.rgb += bloom;
}
// Bloom
BRANCH
if (BloomIntensity > 0)
{
// Sample the final bloom result
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
bloom = bloom * BloomIntensity;
lensLight += max(0, bloom * 3.0f + (-1.0f * 3.0f));
color.rgb += bloom;
}
// Lens Dirt
float3 lensDirt = LensDirt.SampleLevel(SamplerLinearClamp, uv, 0).rgb;