vert 0.1.1

The 51th Rust Game Engine, to write the 6th Game in Rust
Documentation


@group(0)
@binding(0)
var hdr_image: texture_2d<f32>;

@group(0)
@binding(1)
var hdr_sampler: sampler;

var<push_constant> tonemapping_mode: u32;

// Taken from learn-wgpu example for hdr.
struct VertexOutput {
    @location(0) uv: vec2<f32>,
    @builtin(position) clip_position: vec4<f32>,
};

@fragment
fn fs_main(vs: VertexOutput) -> @location(0) vec4<f32> {
    let color_with_a: vec4<f32> = textureSample(hdr_image, hdr_sampler, vs.uv);
    var color: vec3<f32> = color_with_a.rgb;
    if tonemapping_mode == 1u{
        color = aces_tone_map(color);
    }
    return vec4(color, color_with_a.a);
}

// Maps HDR values to linear values
// Based on http://www.oscars.org/science-technology/sci-tech-projects/aces
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));
}