cleanup and refactoring
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2302158928
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1285 changed files with 757994 additions and 8 deletions
55
raytracer/nvpro_core/nvvkhl/shaders/tonemapper.comp
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55
raytracer/nvpro_core/nvvkhl/shaders/tonemapper.comp
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/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "dh_tonemap.h"
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#include "dh_comp.h"
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layout(set = 0, binding = eTonemapperInput) uniform sampler2D g_image;
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layout(set = 0, binding = eTonemapperOutput) writeonly uniform image2D g_out_image;
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layout(push_constant) uniform shaderInformation
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{
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Tonemapper tm;
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};
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layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
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void main()
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{
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if(gl_GlobalInvocationID.xy != clamp(gl_GlobalInvocationID.xy, vec2(0.0F), imageSize(g_out_image)))
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return;
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const vec2 pixel_center = vec2(gl_GlobalInvocationID.xy) + vec2(0.5F);
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const vec2 i_uv = pixel_center / vec2(imageSize(g_out_image));
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vec4 R = texture(g_image, i_uv);
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if(tm.isActive == 1)
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R.xyz = applyTonemap(tm, R.xyz, i_uv);
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R.a = 1.0F; // No alpha, or it will blend with ImGui black viewport
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imageStore(g_out_image, ivec2(gl_GlobalInvocationID.xy), R);
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}
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