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Moved Shaders src to CodeWalker.Shaders
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//--------------------------------------------------------------------------------------
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// File: BrightPassAndHorizFilterCS.hlsl
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//
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// The CS for bright pass and horizontal blur, used in CS path of
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// HDRToneMappingCS11 sample
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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static const float MIDDLE_GRAY = 0.72f;
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static const float LUM_WHITE = 1.5f;
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static const float BRIGHT_THRESHOLD = 50.0f;//0.8f;
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Texture2D Input : register( t0 );
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StructuredBuffer<float> lum : register( t1 );
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RWStructuredBuffer<float4> Result : register( u0 );
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cbuffer cb0
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{
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float4 g_avSampleWeights[15];
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uint g_outputwidth;
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float g_inverse;
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int2 g_inputsize;
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}
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#define kernelhalf 7
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#define groupthreads 128
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groupshared float4 temp[groupthreads];
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[numthreads( groupthreads, 1, 1 )]
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void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
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{
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int2 coord = int2( GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x, Gid.y );
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coord = coord.xy * 8 + int2(4, 3);
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coord = clamp( coord, int2(0, 0), int2(g_inputsize.x-1, g_inputsize.y-1) );
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float4 vColor = Input.Load( int3(coord, 0) );
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float fLum = max(lum[0]*g_inverse, 0.75);
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// Bright pass and tone mapping
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vColor = max( 0.0f, vColor - BRIGHT_THRESHOLD );
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vColor *= MIDDLE_GRAY / (fLum + 0.001f);
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vColor *= (1.0f + vColor/LUM_WHITE);
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vColor /= (1.0f + vColor);
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temp[GI] = vColor;
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GroupMemoryBarrierWithGroupSync();
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// Horizontal blur
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if ( GI >= kernelhalf &&
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GI < (groupthreads - kernelhalf) &&
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( (Gid.x * (groupthreads - 2 * kernelhalf) + GI - kernelhalf) < g_outputwidth) )
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{
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float4 vOut = 0;
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[unroll]
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for ( int i = -kernelhalf; i <= kernelhalf; ++i )
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vOut += temp[GI + i] * g_avSampleWeights[i + kernelhalf];
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Result[GI - kernelhalf + (groupthreads - kernelhalf * 2) * Gid.x + Gid.y * g_outputwidth] = float4(vOut.rgb, 1.0f);
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}
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}
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