template project, first version
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74
DirectXTK/Src/Shaders/Utilities.fxh
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74
DirectXTK/Src/Shaders/Utilities.fxh
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// sRGB
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// https://en.wikipedia.org/wiki/SRGB
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// Apply the (approximate) sRGB curve to linear values
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float3 LinearToSRGBEst(float3 color)
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{
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return pow(abs(color), 1/2.2f);
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}
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// (Approximate) sRGB to linear
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float3 SRGBToLinearEst(float3 srgb)
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{
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return pow(abs(srgb), 2.2f);
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}
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// HDR10 Media Profile
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// https://en.wikipedia.org/wiki/High-dynamic-range_video#HDR10
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// Color rotation matrix to rotate Rec.709 color primaries into Rec.2020
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static const float3x3 from709to2020 =
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{
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{ 0.6274040f, 0.3292820f, 0.0433136f },
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{ 0.0690970f, 0.9195400f, 0.0113612f },
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{ 0.0163916f, 0.0880132f, 0.8955950f }
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};
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// Apply the ST.2084 curve to normalized linear values and outputs normalized non-linear values
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float3 LinearToST2084(float3 normalizedLinearValue)
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{
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return pow((0.8359375f + 18.8515625f * pow(abs(normalizedLinearValue), 0.1593017578f)) / (1.0f + 18.6875f * pow(abs(normalizedLinearValue), 0.1593017578f)), 78.84375f);
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}
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// ST.2084 to linear, resulting in a linear normalized value
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float3 ST2084ToLinear(float3 ST2084)
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{
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return pow(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f);
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}
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// Reinhard tonemap operator
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// Reinhard et al. "Photographic tone reproduction for digital images." ACM Transactions on Graphics. 21. 2002.
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// http://www.cs.utah.edu/~reinhard/cdrom/tonemap.pdf
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float3 ToneMapReinhard(float3 color)
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{
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return color / (1.0f + color);
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}
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// ACES Filmic tonemap operator
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// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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float3 ToneMapACESFilmic(float3 x)
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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return saturate((x*(a*x+b))/(x*(c*x+d)+e));
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}
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