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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SMAAUtils.azsli

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/*
* 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);
}