Files
2023-06-12 00:16:41 +08:00

63 lines
2.3 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#include "post_common.glsl"
layout (set = 0, binding = 0) uniform texture2D inHDRSceneColor;
layout (set = 0, binding = 1, rgba8) uniform writeonly image2D outLdrColor;
layout (set = 0, binding = 2) uniform UniformFrameData { PerFrameData frameData; };
#define SHARED_SAMPLER_SET 1
#include "../common/shared_sampler.glsl"
#define BLUE_NOISE_BUFFER_SET 2
#include "../common/shared_bluenoise.glsl"
layout (push_constant) uniform PushConsts
{
uint bExposureFusion;
};
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 colorSize = imageSize(outLdrColor);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
// load color.
// HDR color in linear srgb color space.
vec3 encodeColor = texelFetch(inHDRSceneColor, workPos, 0).xyz;
if(bExposureFusion == 0)
{
encodeColor = toneMapperFunction(encodeColor);
}
// Offset retarget for new seeds each frame
uvec2 offset = uvec2(vec2(0.754877669, 0.569840296) * frameData.frameIndex.x * uvec2(colorSize));
uvec2 offsetId = dispatchId.xy + offset;
offsetId.x = offsetId.x % colorSize.x;
offsetId.y = offsetId.y % colorSize.y;
// Display is 8bit, so jitter with blue noise with [-1, 1] / 255.0.
// Current also looks good in hdr display even it under 11bit.
encodeColor.x += 1.0 / 255.0 * (-1.0 + 2.0 * samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 0u));
encodeColor.y += 1.0 / 255.0 * (-1.0 + 2.0 * samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 1u));
encodeColor.z += 1.0 / 255.0 * (-1.0 + 2.0 * samplerBlueNoiseErrorDistribution_128x128_OptimizedFor_2d2d2d2d(offsetId.x, offsetId.y, 0, 2u));
// Safe color.
encodeColor.xyz = max(encodeColor.xyz, vec3(0.0));
// Final store.
imageStore(outLdrColor, workPos, vec4(encodeColor, 1.0f));
}