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Update cTonemap.fxh
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papadanku committed Jun 28, 2024
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/*
The MIT License (MIT)
Copyright (c) 2015 Microsoft
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

#if !defined(INCLUDE_TONEMAP)
#define INCLUDE_TONEMAP

/*
The Reinhard tone operator. Typically, the value of K is 1.0, but you can adjust exposure by 1/K.
I.e. ApplyReinhardTonemap(x, 0.5) == ApplyReinhardTonemap(x * 2.0, 1.0)
*/

float3 ApplyReinhardTonemap(float3 HDR, float K)
{
return HDR / (HDR + K);
}

// The inverse of Reinhard
float3 ApplyInverseReinhardTonemap(float3 SDR, float K)
{
return K * SDR / (K - SDR);
}

/*
This is the new tone operator. It resembles ACES in many ways, but it is simpler to evaluate with ALU. One advantage it has over Reinhard-Squared is that the shoulder goes to white more quickly and gives more overall brightness and contrast to the image.
*/

float3 ApplyNewToneMap(float3 HDR)
{
return ApplyReinhardTonemap(HDR * sqrt(HDR), sqrt(4.0 / 27.0));
}

float3 ApplyInverseNewToneMap(float3 SDR)
{
return pow(ApplyInverseReinhardTonemap(SDR, sqrt(4.0 / 27.0)), 2.0 / 3.0);
}

/*
ACES: The next generation of filmic tone operators.
*/

float3 ApplyToneMapACES(float3 HDR)
{
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return saturate((HDR * (A * HDR + B)) / (HDR * (C * HDR + D) + E));
}

float3 ApplyInverseToneMapACES(float3 SDR)
{
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return 0.5 * (D * SDR - sqrt(((D*D - 4.0*C*E) * SDR + 4.0*A*E-2.0*B*D) * SDR + B*B) - B) / (A - C * SDR);
}

#endif

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