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

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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
*
*/
#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/Shapers.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_colorTexture;
Texture3D<float4> 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;
}