/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include ShaderResourceGroup PassSrg : SRG_PerPass { Texture2D m_colorTexture; Texture3D m_lut; Sampler LinearSampler { MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; int m_shaperType; float m_shaperBias; float m_shaperScale; } PSOutput MainPS(VSOutput IN) { PSOutput OUT; float2 uvCoord = float2(IN.m_texCoord.x, IN.m_texCoord.y); float3 color = PassSrg::m_colorTexture.Sample(PassSrg::LinearSampler, uvCoord).rgb; ShaperType shaperType = (ShaperType)PassSrg::m_shaperType; // Convert from working color space to lut coordinates by applying the shaper function float3 lutCoordinate = LinearToShaper(color, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale); // Adjust coordinate to the domain excluding the outer half texel in all directions uint3 outputDimensions; PassSrg::m_lut.GetDimensions(outputDimensions.x, outputDimensions.y, outputDimensions.z); float3 coordBias = 1.0 / (2.0 * outputDimensions); float3 coordScale = (outputDimensions - 1.0) / outputDimensions; lutCoordinate = (lutCoordinate * coordScale) + coordBias; float3 lutColor = PassSrg::m_lut.Sample(PassSrg::LinearSampler, lutCoordinate).rgb; // Apply the inverse of the shaper function to give the color in the working color space float3 finalColor = ShaperToLinear(lutColor, shaperType, PassSrg::m_shaperBias, PassSrg::m_shaperScale); OUT.m_color.rgb = finalColor; OUT.m_color.a = 1.0; return OUT; }