You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ApplyShaperLookupTable.azsl

84 lines
2.8 KiB
Plaintext

/*
* 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>
static const int SHAPER_LINEAR = 0;
static const int SHAPER_LOG2 = 1;
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;
// Convert from working color space to lut coordinates by applying the shaper function
float3 lutCoordinate = color;
if (PassSrg::m_shaperType == SHAPER_LINEAR)
{
lutCoordinate = color * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
}
else if (PassSrg::m_shaperType == SHAPER_LOG2)
{
lutCoordinate = log2(color) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
}
// 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 = lutColor;
if (PassSrg::m_shaperType == SHAPER_LINEAR)
{
finalColor = (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale;
}
else if (PassSrg::m_shaperType == SHAPER_LOG2)
{
finalColor = pow(2.0, (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale);
}
OUT.m_color.rgb = finalColor;
OUT.m_color.a = 1.0;
return OUT;
}