slang-shaders/hdr/shaders/include/scanline_generation.h

142 lines
7.4 KiB
C

#define kPi 3.1415926536f
#define kEuler 2.718281828459f
#define kMax 1.0f
#define kBeamWidth 0.5f
#define kLumaRatio 0.5f
const vec4 kFallOffControlPoints = vec4(0.0f, 0.0f, 0.0f, 1.0f);
const vec4 kAttackControlPoints = vec4(0.0f, 1.0f, 1.0f, 1.0f);
//const vec4 kScanlineControlPoints = vec4(1.0f, 1.0f, 0.0f, 0.0f);
vec4 RedBeamControlPoints(const bool falloff)
{
float inner_attack = clamp(HCRT_RED_BEAM_ATTACK, 0.0f, 1.0);
float outer_attack = clamp(HCRT_RED_BEAM_ATTACK - 1.0f, 0.0f, 1.0);
return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f);
}
vec4 GreenBeamControlPoints(const bool falloff)
{
float inner_attack = clamp(HCRT_GREEN_BEAM_ATTACK, 0.0f, 1.0);
float outer_attack = clamp(HCRT_GREEN_BEAM_ATTACK - 1.0f, 0.0f, 1.0);
return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f);
}
vec4 BlueBeamControlPoints(const bool falloff)
{
float inner_attack = clamp(HCRT_BLUE_BEAM_ATTACK, 0.0f, 1.0);
float outer_attack = clamp(HCRT_BLUE_BEAM_ATTACK - 1.0f, 0.0f, 1.0);
return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f);
}
vec3 InverseTonemapConditional(const vec3 linear)
{
if(HCRT_HDR > 0.0f)
{
return InverseTonemap(linear, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS, kLumaRatio);
}
else
{
return linear;
}
}
vec3 ScanlineColour(const vec2 source_size, const vec3 source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout vec3 next_prev)
{
const vec3 current_source_position_y = (vec3(vTexCoord.y * source_size.y) - vec3(HCRT_RED_VERTICAL_CONVERGENCE, HCRT_GREEN_VERTICAL_CONVERGENCE, HCRT_BLUE_VERTICAL_CONVERGENCE)) + next_prev;
const vec3 current_source_center_y = floor(current_source_position_y) + 0.5f;
const vec3 source_tex_coord_y = current_source_center_y / source_size.y;
const vec3 scanline_delta = fract(current_source_position_y) - 0.5f;
const float scanline_size = global.OutputSize.y / source_size.y;
// Slightly increase the beam width to get maximum brightness
vec3 beam_distance = abs(scanline_delta - next_prev) - (kBeamWidth / scanline_size);
beam_distance = vec3(beam_distance.x < 0.0f ? 0.0f : beam_distance.x,
beam_distance.y < 0.0f ? 0.0f : beam_distance.y,
beam_distance.z < 0.0f ? 0.0f : beam_distance.z);
const vec3 scanline_distance = beam_distance * 2.0f;
next_prev.x = scanline_delta.x > 0.0f ? 1.0f : -1.0f;
next_prev.y = scanline_delta.y > 0.0f ? 1.0f : -1.0f;
next_prev.z = scanline_delta.z > 0.0f ? 1.0f : -1.0f;
const vec2 red_tex_coord_0 = vec2(source_tex_coord_x.x, source_tex_coord_y.x);
const vec2 red_tex_coord_1 = vec2(source_tex_coord_x.x + (1.0f / source_size.x), source_tex_coord_y.x);
const vec2 green_tex_coord_0 = vec2(source_tex_coord_x.y, source_tex_coord_y.y);
const vec2 green_tex_coord_1 = vec2(source_tex_coord_x.y + (1.0f / source_size.x), source_tex_coord_y.y);
const vec2 blue_tex_coord_0 = vec2(source_tex_coord_x.z, source_tex_coord_y.z);
const vec2 blue_tex_coord_1 = vec2(source_tex_coord_x.z + (1.0f / source_size.x), source_tex_coord_y.z);
const float red_0 = COMPAT_TEXTURE(Source, red_tex_coord_0).x;
const float red_1 = COMPAT_TEXTURE(Source, red_tex_coord_1).x;
const float green_0 = COMPAT_TEXTURE(Source, green_tex_coord_0).y;
const float green_1 = COMPAT_TEXTURE(Source, green_tex_coord_1).y;
const float blue_0 = COMPAT_TEXTURE(Source, blue_tex_coord_0).z;
const float blue_1 = COMPAT_TEXTURE(Source, blue_tex_coord_1).z;
const vec3 sdr_colour_0 = ColourGrade(vec3(red_0, green_0, blue_0));
const vec3 sdr_colour_1 = ColourGrade(vec3(red_1, green_1, blue_1));
const vec3 hdr_colour_0 = InverseTonemapConditional(sdr_colour_0);
const vec3 hdr_colour_1 = InverseTonemapConditional(sdr_colour_1);
/* Horizontal interpolation between pixels */
const vec3 horiz_interp = vec3(Bezier(narrowed_source_pixel_offset.x, RedBeamControlPoints(sdr_colour_0.x > sdr_colour_1.x)),
Bezier(narrowed_source_pixel_offset.y, GreenBeamControlPoints(sdr_colour_0.y > sdr_colour_1.y)),
Bezier(narrowed_source_pixel_offset.z, BlueBeamControlPoints(sdr_colour_0.z > sdr_colour_1.z)));
const vec3 hdr_colour = mix(hdr_colour_0, hdr_colour_1, horiz_interp);
const vec3 sdr_colour = mix(sdr_colour_0, sdr_colour_1, horiz_interp);
const float red_scanline_distance = clamp(scanline_distance.x / ((sdr_colour.r * (HCRT_RED_SCANLINE_MAX - HCRT_RED_SCANLINE_MIN)) + HCRT_RED_SCANLINE_MIN), 0.0f, 1.0f);
const float green_scanline_distance = clamp(scanline_distance.y / ((sdr_colour.g * (HCRT_GREEN_SCANLINE_MAX - HCRT_GREEN_SCANLINE_MIN)) + HCRT_GREEN_SCANLINE_MIN), 0.0f, 1.0f);
const float blue_scanline_distance = clamp(scanline_distance.z / ((sdr_colour.b * (HCRT_BLUE_SCANLINE_MAX - HCRT_BLUE_SCANLINE_MIN)) + HCRT_BLUE_SCANLINE_MIN), 0.0f, 1.0f);
const vec4 red_control_points = vec4(1.0f, 1.0f, sdr_colour.r * HCRT_RED_SCANLINE_ATTACK, 0.0f);
const vec4 green_control_points = vec4(1.0f, 1.0f, sdr_colour.g * HCRT_GREEN_SCANLINE_ATTACK, 0.0f);
const vec4 blue_control_points = vec4(1.0f, 1.0f, sdr_colour.b * HCRT_BLUE_SCANLINE_ATTACK, 0.0f);
const vec3 luminance = vec3(Bezier(red_scanline_distance, red_control_points),
Bezier(green_scanline_distance, green_control_points),
Bezier(blue_scanline_distance, blue_control_points));
return luminance * hdr_colour;
}
vec3 GenerateScanline(const vec2 source_size)
{
const vec3 current_source_position_x = vec3(vTexCoord.x * source_size.x) - vec3(HCRT_RED_HORIZONTAL_CONVERGENCE, HCRT_GREEN_HORIZONTAL_CONVERGENCE, HCRT_BLUE_HORIZONTAL_CONVERGENCE);
const vec3 current_source_center_x = floor(current_source_position_x) + 0.5f;
const vec3 source_tex_coord_x = current_source_center_x / source_size.x;
const vec3 source_pixel_offset = fract(current_source_position_x);
const vec3 beam_sharpness = vec3(HCRT_RED_BEAM_SHARPNESS, HCRT_GREEN_BEAM_SHARPNESS, HCRT_BLUE_BEAM_SHARPNESS);
const vec3 narrowed_source_pixel_offset = clamp(((source_pixel_offset - vec3(0.5f)) * beam_sharpness) + vec3(0.5f), vec3(0.0f), vec3(1.0f));
vec3 next_prev = vec3(0.0f);
const vec3 scanline_colour0 = ScanlineColour(source_size, source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
// Optionally sample the neighbouring scanline
vec3 scanline_colour1 = vec3(0.0f);
if(HCRT_RED_SCANLINE_MAX > 1.0f || HCRT_GREEN_SCANLINE_MAX > 1.0f || HCRT_BLUE_SCANLINE_MAX > 1.0f)
{
scanline_colour1 = ScanlineColour(source_size, source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
}
return scanline_colour0 + scanline_colour1;
}