Initial AGX Impl
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@@ -52,6 +52,11 @@ API_ENUM() enum class ToneMappingMode
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/// The ACES Filmic reference tonemapper (approximation).
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/// The ACES Filmic reference tonemapper (approximation).
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/// </summary>
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/// </summary>
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ACES = 2,
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ACES = 2,
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/// <summary>
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/// The AGX tonemapper.
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/// </summary>
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AGX = 3,
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};
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};
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/// <summary>
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/// <summary>
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@@ -191,6 +191,60 @@ float3 TonemapACES(float3 linearColor)
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return saturate(color);
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return saturate(color);
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}
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}
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#ifdef TONE_MAPPING_MODE_AGX
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float3 agxAscCdl(float3 color, float3 slope, float3 offset, float3 power, float sat) {
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const float3 lw = float3(0.2126, 0.7152, 0.0722);
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float luma = dot(color, lw);
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float3 c = pow(color * slope + offset, power);
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return luma + sat * (c - luma);
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}
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float3 TonemapAGX(float3 linearColor)
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{
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static const float3x3 AgXInsetMatrix = {
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0.8566, 0.1373, 0.1119,
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0.0951, 0.7612, 0.0768,
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0.0483, 0.1014, 0.8113
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};
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static const float3x3 AgXOutsetMatrix = {
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1.1271, -0.1413, -0.1413,
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-0.1106, 1.1578, -0.1106,
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-0.0165, -0.0165, 1.2519
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};
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static const float AgxMinEv = -12.47393;
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static const float AgxMaxEv = 4.026069;
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float3 color = linearColor;
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color = mul(color, AgXInsetMatrix);
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color = max(color, 1e-10);
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color = clamp(log2(color), AgxMinEv, AgxMaxEv);
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color = (color - AgxMinEv) / (AgxMaxEv - AgxMinEv);
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color = clamp(color, 0.0, 1.0);
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float3 x2 = color * color;
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float3 x4 = x2 * x2;
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color = + 15.5 * x4 * x2
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- 40.14 * x4 * color
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+ 31.96 * x4
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- 6.868 * x2 * color
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+ 0.4298 * x2
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+ 0.1191 * color
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- 0.00232;
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color = agxAscCdl(color, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), float3(1.35, 1.35, 1.35), 1.4);
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color = mul(color, AgXOutsetMatrix);
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color = clamp(color, 0.0, 1.0);
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return color;
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}
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#endif
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#endif
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// Perfoms the tonemapping on the input linear color
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// Perfoms the tonemapping on the input linear color
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@@ -202,6 +256,8 @@ float3 Tonemap(float3 linearColor)
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return TonemapNeutral(linearColor);
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return TonemapNeutral(linearColor);
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#elif defined(TONE_MAPPING_MODE_ACES)
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#elif defined(TONE_MAPPING_MODE_ACES)
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return TonemapACES(linearColor);
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return TonemapACES(linearColor);
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#elif defined(TONE_MAPPING_MODE_AGX)
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return TonemapAGX(linearColor);
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#else
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#else
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return float3(0, 0, 0);
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return float3(0, 0, 0);
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#endif
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#endif
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@@ -292,6 +348,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_AGX=1)
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float4 PS_Lut2D(Quad_VS2PS input) : SV_Target
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float4 PS_Lut2D(Quad_VS2PS input) : SV_Target
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{
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{
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return CombineLUTs(input.TexCoord, 0);
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return CombineLUTs(input.TexCoord, 0);
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@@ -301,6 +358,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NONE=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_NEUTRAL=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_ACES=1)
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META_PERMUTATION_1(TONE_MAPPING_MODE_AGX=1)
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float4 PS_Lut3D(Quad_GS2PS input) : SV_Target
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float4 PS_Lut3D(Quad_GS2PS input) : SV_Target
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{
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{
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return CombineLUTs(input.Vertex.TexCoord, input.LayerIndex);
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return CombineLUTs(input.Vertex.TexCoord, input.LayerIndex);
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