add splitscreen comparison to tonemapping

This commit is contained in:
hunterk 2017-03-03 15:49:57 -06:00
parent 2272cef38f
commit 418a2d1760

View file

@ -7,11 +7,19 @@ layout(push_constant) uniform Push
vec4 OutputSize; vec4 OutputSize;
uint FrameCount; uint FrameCount;
float MAP; float MAP;
float COMPARE;
float SPLIT_LINE;
} params; } params;
#pragma parameter MAP "Tone Map Method" 0.0 0.0 6.0 1.0 #pragma parameter MAP "Tone Map Method" 0.0 0.0 6.0 1.0
#define MAP params.MAP #define MAP params.MAP
#pragma parameter COMPARE "Splitscreen" 0.0 0.0 1.0 1.0
#define COMPARE params.COMPARE
#pragma parameter SPLIT_LINE "Split Location" 0.5 0.0 1.0 0.05
#define SPLIT_LINE params.SPLIT_LINE
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -120,11 +128,14 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
vec3 color = texture(Source, vTexCoord.xy).rgb; vec3 color = texture(Source, vTexCoord.xy).rgb;
if (MAP == 0.0) FragColor = vec4(linearToneMapping(color), 1.0); vec4 mapped;
if (MAP == 1.0) FragColor = vec4(simpleReinhardToneMapping(color), 1.0); if (MAP == 0.0) mapped = vec4(linearToneMapping(color), 1.0);
if (MAP == 2.0) FragColor = vec4(lumaBasedReinhardToneMapping(color), 1.0); if (MAP == 1.0) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
if (MAP == 3.0) FragColor = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0); if (MAP == 2.0) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
if (MAP == 4.0) FragColor = vec4(RomBinDaHouseToneMapping(color), 1.0); if (MAP == 3.0) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
if (MAP == 5.0) FragColor = vec4(filmicToneMapping(color), 1.0); if (MAP == 4.0) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
if (MAP == 6.0) FragColor = vec4(Uncharted2ToneMapping(color), 1.0); if (MAP == 5.0) mapped = vec4(filmicToneMapping(color), 1.0);
if (MAP == 6.0) mapped = vec4(Uncharted2ToneMapping(color), 1.0);
if (COMPARE > 0.5) mapped = (vTexCoord.x < SPLIT_LINE) ? vec4(color, 1.0) : mapped;
FragColor = mapped;
} }