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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/AcesOutputTransformLut.azsl

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/Aces.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_color;
Texture3D<float4> m_lut;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
float m_shaperBias;
float m_shaperScale;
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
float2 uvCoord = float2(IN.m_texCoord.x, IN.m_texCoord.y);
float4 acescg = PassSrg::m_color.Sample(PassSrg::LinearSampler, uvCoord);
float3 color = mul(XYZToSRGBMat, mul(D60ToD65Cat, mul(AP1ToXYZMat, acescg.rgb)));
float3 lutCoordinate = log(color.rgb)/log(2.0) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
OUT.m_color = PassSrg::m_lut.Sample(PassSrg::LinearSampler, lutCoordinate);
OUT.m_color.a = 1.0f;
return OUT;
}