/* * 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 * */ #define PROVISIONAL_TONEMAP_GAMMA 2.4 float4 ApplyProvisionalTonemap(float4 color) { // Provisional tone mapping will be applied using Reinhard, then applying gamma to handle the color in perceptual color space. float3 toneMappedColor = color.xyz / (1.0 + color.xyz); return float4(pow(toneMappedColor, 1.0 / PROVISIONAL_TONEMAP_GAMMA), color.w); } float4 ApplyInverseProvisionalTonemap(float4 color) { // This is inverse function of provisional tone mapping. float3 linearValue = pow(color.xyz, PROVISIONAL_TONEMAP_GAMMA); return float4(linearValue / (1.0 - linearValue), color.w); }