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prism/engine/base/shaders/histogram.comp.glsl
Joshua Goins ca2c2c9d3d Move all engine-specific models, materials etc. to a new base directory
This is a huge change, and basically breaks everything (as per usual!)

First of, this includes stuff like shaders so anything involving those
are broken and then fixed. A new BuildAssets cmake file is added to
aid in running AssetCompiler, and it seems to work fine on the engine
base assets.

The File API will eventually be revamped to handle this new way of
organizing the files and domains will eventually be gotten rid of all
together since I probably will replace it with game directory
priorities. As it stands right now, there isn't a way to easily
replace say - render_options.cfg with your own game-specific version.

Apple builds are probably broken by this commit (since I'm moving
around content and shader directories) to be fixed later.
2022-05-21 18:28:48 -04:00

49 lines
1.4 KiB
GLSL

#include "common.nocompile.glsl"
layout(local_size_x = 16, local_size_y = 16) in;
layout(rgba32f, binding = 0) uniform image2D hdr_image;
// adapated from https://bruop.github.io/exposure/ and http://www.alextardif.com/HistogramLuminance.html
// Taken from RTR vol 4 pg. 278
#define RGB_TO_LUM vec3(0.2125, 0.7154, 0.0721)
shared uint histogram_shared[256];
layout(std430, binding = 1) buffer HistogramBuffer {
uint histogram[];
};
layout(push_constant) uniform readonly PushConstant{
vec4 params;
};
uint color_to_bin(const vec3 hdr_color, const float min_log_lum, const float inverse_log_lum_range) {
const float lum = dot(hdr_color, RGB_TO_LUM);
if (lum < EPSILON) {
return 0;
}
const float log_lum = clamp((log2(lum) - min_log_lum) * inverse_log_lum_range, 0.0, 1.0);
return uint(log_lum * 254.0 + 1.0);
}
void main() {
histogram_shared[gl_LocalInvocationIndex] = 0;
groupMemoryBarrier();
uvec2 dim = uvec2(params.zw);
if(gl_GlobalInvocationID.x < dim.x && gl_GlobalInvocationID.y < dim.y) {
vec3 hdr_color = imageLoad(hdr_image, ivec2(gl_GlobalInvocationID.xy)).rgb;
uint bin_index = color_to_bin(hdr_color, params.x, params.y);
atomicAdd(histogram_shared[bin_index], 1);
}
groupMemoryBarrier();
atomicAdd(histogram[gl_LocalInvocationIndex], histogram_shared[gl_LocalInvocationIndex]);
}