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UnrealEngineUWP/Engine/Shaders/PostProcessEyeAdaptation.usf
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessEyeAdaptation.usf: PostProcessing eye adaptation
=============================================================================*/
#include "Common.usf"
#include "PostProcessCommon.usf"
#include "PostProcessHistogramCommon.usf"
// @param FrameTime in seconds
// @return smoothed exposure
float ComputeEyeAdaptation(float OldExposure, float TargetExposure, float FrameTime)
{
float Diff = TargetExposure - OldExposure;
const float EyeAdaptionSpeedUp = EyeAdaptationParams[1].z;
const float EyeAdaptionSpeedDown = EyeAdaptationParams[1].w;
float AdaptionSpeed = (Diff > 0) ? EyeAdaptionSpeedUp : EyeAdaptionSpeedDown;
float Factor = 1.0f - exp2(-FrameTime * AdaptionSpeed);
return clamp(OldExposure + Diff * Factor, EyeAdaptationParams[0].z, EyeAdaptationParams[0].w);
}
void MainPS(float4 UVAndScreenPos : TEXCOORD0, out float OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
float ExposureOffsetMultipler = EyeAdaptationParams[1].x;
float TargetExposure = ComputeEyeAdaptationExposure(PostprocessInput0);
float OldExposureScale = PostprocessInput0.Load(int3(0, 1, 0)).x;
float OldExposure = ExposureOffsetMultipler / ( OldExposureScale != 0 ? OldExposureScale : 1.0f );
float FrameTime = EyeAdaptationParams[1].y;
// eye adaptation changes over time
float SmoothedExposure = ComputeEyeAdaptation(OldExposure, TargetExposure, FrameTime);
float SmoothedExposureScale = 1.0f / max(0.0001f, SmoothedExposure);
OutColor = SmoothedExposureScale * ExposureOffsetMultipler;
}