// RGBE mode utilities // RGB each carry a mantissa, A carries a shared exponent // The exponent is calculated based on the largest colour channel float3 decodeRGBE8(in float4 rgbe) { // get exponent (-128 since it can be +ve or -ve) float exp = rgbe.a * 255 - 128; // expand out the rgb value return rgbe.rgb * exp2(exp); } float4 encodeRGBE8(in float3 rgb) { float4 ret; // What is the largest colour channel? float highVal = max(rgb.r, max(rgb.g, rgb.b)); // Take the logarithm, clamp it to a whole value float exp = ceil(log2(highVal)); // Divide the components by the shared exponent ret.rgb = rgb / exp2(exp); // Store the shared exponent in the alpha channel ret.a = (exp + 128) / 255; return ret; } static const float4 LUMINENCE_FACTOR = float4(0.27f, 0.67f, 0.06f, 0.0f); static const float MIDDLE_GREY = 0.72f; static const float FUDGE = 0.001f; static const float L_WHITE = 1.5f; static const float4 BRIGHT_LIMITER = float4(0.6f, 0.6f, 0.6f, 0.0f); /** Tone mapping function @note Only affects rgb, not a @param inColour The HDR colour @param lum The scene lumninence @returns Tone mapped colour */ float4 toneMap(float4 inColour, float lum) { // From Reinhard et al // "Photographic Tone Reproduction for Digital Images" // Initial luminence scaling (equation 2) inColour.rgb *= MIDDLE_GREY / (FUDGE + lum); // Control white out (equation 4 nom) inColour.rgb *= (1.0f + inColour.rgb / L_WHITE); // Final mapping (equation 4 denom) inColour.rgb /= (1.0f + inColour.rgb); return inColour; }