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UnrealEngineUWP/Engine/Shaders/Private/HdrCustomResolveShaders.usf
josh adams 23482f306e - Fixed some shader #includes for PlatformExtension locations
#rb none

#ROBOMERGE-SOURCE: CL 13047894 via CL 13047907 via CL 13047911
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)

[CL 13048582 by josh adams in Main branch]
2020-04-27 13:07:04 -04:00

110 lines
2.8 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HdrCustomResolve.usf: Custom resolve for HDR color and box filter.
=============================================================================*/
#include "Common.ush"
#ifdef OVERRIDE_HDRCUSTOMRESOLVESHADERS_USH
# include "/Platform/Private/HdrCustomResolveShaders.ush"
#else
float4 HdrCustomResolveVS(uint Id : SV_VertexID) : SV_POSITION
{
int x = Id & 1;
int y = Id >> 1;
return float4(x * 4 - 1, y * 4 - 1, 0, 1);
}
float4 Encode(float4 Color)
{
return float4(Color.rgb * rcp(Color.r*0.299 + Color.g*0.587 + Color.b*0.114 + 1.0), Color.a);
}
float4 Decode(float4 Color)
{
return float4(Color.rgb * rcp(Color.r*(-0.299) + Color.g*(-0.587) + Color.b*(-0.114) + 1.0), Color.a);
}
#if HDR_CUSTOM_RESOLVE_USES_FMASK
// FMASK not implemented for this platform, so we do not actually use it here.
Texture2D<int2> FMaskTex;
int2 fmask;
# if HDR_RESOLVE_NUM_SAMPLES
void LoadTexSample(Texture2DMS<float4, HDR_RESOLVE_NUM_SAMPLES> TargetTex, int2 P, int sampleIndex, inout float4 sampleSum, inout float weightSum)
{
sampleSum += Encode(TargetTex.Load(P, sampleIndex));
weightSum += 1;
}
Texture2DMS<float4, HDR_RESOLVE_NUM_SAMPLES> Tex;
float4 HdrCustomResolveFMaskPS(float4 Pos : SV_POSITION) : SV_Target0
{
uint2 P = uint2(Pos.xy);
float4 sampleSum = float4(0, 0, 0, 1);
float weightSum = 0;
for (int i = 0; i < HDR_RESOLVE_NUM_SAMPLES; ++i)
{
LoadTexSample(Tex, P, i, sampleSum, weightSum);
}
return Decode(sampleSum / weightSum);
}
# endif
#else
# if HDR_CUSTOM_RESOLVE_2X
Texture2DMS<float4,2> Tex;
float4 HdrCustomResolve2xPS(float4 Pos : SV_POSITION) : SV_Target0
{
uint2 P = uint2(Pos.xy);
float4 C0 = Encode(Tex.Load(P, 0));
float4 C1 = Encode(Tex.Load(P, 1));
return Decode(C0*0.5 + C1*0.5);
}
# endif
# if HDR_CUSTOM_RESOLVE_4X
Texture2DMS<float4,4> Tex;
float4 HdrCustomResolve4xPS(float4 Pos : SV_POSITION) : SV_Target0
{
uint2 P = uint2(Pos.xy);
float4 C0 = Encode(Tex.Load(P, 0));
float4 C1 = Encode(Tex.Load(P, 1));
float4 C2 = Encode(Tex.Load(P, 2));
float4 C3 = Encode(Tex.Load(P, 3));
return Decode(C0*0.25 + C1*0.25 + C2*0.25 + C3*0.25);
}
# endif
# if HDR_CUSTOM_RESOLVE_8X
Texture2DMS<float4,8> Tex;
float4 HdrCustomResolve8xPS(float4 Pos : SV_POSITION) : SV_Target0
{
uint2 P = uint2(Pos.xy);
float4 C0 = Encode(Tex.Load(P, 0));
float4 C1 = Encode(Tex.Load(P, 1));
float4 C2 = Encode(Tex.Load(P, 2));
float4 C3 = Encode(Tex.Load(P, 3));
float4 C4 = Encode(Tex.Load(P, 4));
float4 C5 = Encode(Tex.Load(P, 5));
float4 C6 = Encode(Tex.Load(P, 6));
float4 C7 = Encode(Tex.Load(P, 7));
return Decode(C0*0.125 + C1*0.125 + C2*0.125 + C3*0.125 + C4*0.125 + C5*0.125 + C6*0.125 + C7*0.125);
}
# endif
#endif
#endif