// HDR -> SDR tone mapping pass.
// Based on Learn WGPU's HDR tutorial:
// https://sotrh.github.io/learn-wgpu/intermediate/tutorial13-hdr/
// ACES filmic curve, Stephen Hill's fit (matrices include sRGB <-> ACES transforms):
// https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
fn aces_tone_map(hdr: vec3<f32>) -> vec3<f32> {
let m1 = mat3x3(
0.59719, 0.07600, 0.02840,
0.35458, 0.90834, 0.13383,
0.04823, 0.01566, 0.83777,
);
let m2 = mat3x3(
1.60475, -0.10208, -0.00327,
-0.53108, 1.10813, -0.07276,
-0.07367, -0.00605, 1.07602,
);
let v = m1 * hdr;
let a = v * (v + 0.0245786) - 0.000090537;
let b = v * (0.983729 * v + 0.4329510) + 0.238081;
return clamp(m2 * (a / b), vec3(0.0), vec3(1.0));
}
struct VertexOutput {
@location(0) uv: vec2<f32>,
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
) -> VertexOutput {
var out: VertexOutput;
// Single fullscreen triangle, no vertex buffer:
// https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/
out.uv = vec2<f32>(
f32((vi << 1u) & 2u),
f32(vi & 2u),
);
out.clip_position = vec4<f32>(out.uv * 2.0 - 1.0, 0.0, 1.0);
// We need to invert the y coordinate so the image
// is not upside down
out.uv.y = 1.0 - out.uv.y;
return out;
}
@group(0)
@binding(0)
var hdr_image: texture_2d<f32>;
@group(0)
@binding(1)
var hdr_sampler: sampler;
@fragment
fn fs_main(vs: VertexOutput) -> @location(0) vec4<f32> {
let hdr = textureSample(hdr_image, hdr_sampler, vs.uv);
let sdr = aces_tone_map(hdr.rgb);
return vec4(sdr, hdr.a);
}