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47 lines
1.3 KiB
Plaintext
47 lines
1.3 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/Features/SrgSemantics.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
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#include <Atom/Features/PostProcessing/Aces.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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Texture2D<float4> m_color;
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Texture3D<float4> m_lut;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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float m_shaperBias;
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float m_shaperScale;
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}
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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float2 uvCoord = float2(IN.m_texCoord.x, IN.m_texCoord.y);
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float4 acescg = PassSrg::m_color.Sample(PassSrg::LinearSampler, uvCoord);
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float3 color = mul(XYZToSRGBMat, mul(D60ToD65Cat, mul(AP1ToXYZMat, acescg.rgb)));
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float3 lutCoordinate = log(color.rgb)/log(2.0) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
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OUT.m_color = PassSrg::m_lut.Sample(PassSrg::LinearSampler, lutCoordinate);
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OUT.m_color.a = 1.0f;
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return OUT;
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}
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