// Tone mapping post-processing shader
// Applies exposure, Reinhard tone mapping, gamma correction, and optional SSAO
struct ToneMapUniforms {
exposure: f32,
white_level: f32,
gamma: f32,
ssao_enabled: u32, // 0 = disabled, 1 = enabled
_padding: vec4<f32>, // Pad to 32 bytes (workaround for wgpu late binding size validation)
}
@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@group(0) @binding(2) var<uniform> uniforms: ToneMapUniforms;
@group(0) @binding(3) var ssao_texture: texture_2d<f32>;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
// Fullscreen triangle
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
// Generate fullscreen triangle (covers [-1,1] x [-1,1])
let x = f32((vertex_index & 1u) << 2u) - 1.0;
let y = f32((vertex_index & 2u) << 1u) - 1.0;
out.position = vec4<f32>(x, y, 0.0, 1.0);
// Convert from clip space [-1,1] to UV space [0,1]
// Note: Y is flipped for texture sampling
out.uv = vec2<f32>((x + 1.0) * 0.5, (1.0 - y) * 0.5);
return out;
}
// Reinhard tone mapping with white point
fn reinhard_extended(color: vec3<f32>, white: f32) -> vec3<f32> {
let white_sq = white * white;
let numerator = color * (1.0 + color / white_sq);
return numerator / (1.0 + color);
}
// Gamma correction
fn gamma_correct(color: vec3<f32>, gamma: f32) -> vec3<f32> {
return pow(color, vec3<f32>(1.0 / gamma));
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Sample the HDR input
let hdr_color = textureSample(input_texture, input_sampler, in.uv);
// Apply exposure
var color = hdr_color.rgb * uniforms.exposure;
// Apply SSAO if enabled (multiply before tone mapping for correct darkening)
if (uniforms.ssao_enabled == 1u) {
let ssao = textureSample(ssao_texture, input_sampler, in.uv).r;
color = color * ssao;
}
// Apply Reinhard tone mapping with white point
color = reinhard_extended(color, uniforms.white_level);
// Apply gamma correction
color = gamma_correct(color, uniforms.gamma);
// Clamp to valid range
color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
return vec4<f32>(color, hdr_color.a);
}