add game&rawdata
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65
gamedata/shaders/d3d11/cgim.h
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65
gamedata/shaders/d3d11/cgim.h
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#ifndef cgim_h_included
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#define cgim_h_included
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// creates more light by a vector from the sky
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#define SMALLSKY_TOP_VECTOR_POWER 0.75f
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// Break default bloom to soften the overall picture
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#define BROKE_BLOOM_POWER 1.5f
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#define CGIM_LUM float3(0.2126f, 0.7152f, 0.0722f)
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float Luminance(float3 Color)
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{
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return dot(Color, CGIM_LUM);
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}
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float3 TonemapRobo(float3 c)
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{
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float l = Luminance(c);
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return c / sqrt(1.0 + l * l);
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}
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float TonemapRobo(float c)
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{
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return c / sqrt(1.0 + c * c);
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}
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float4 BrokeBloom(float4 c)
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{
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c *= BROKE_BLOOM_POWER;
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c = float4(TonemapRobo(c.rgb), TonemapRobo(c.a));
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c /= BROKE_BLOOM_POWER;
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return c;
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}
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float3 Uncharted2ACES(float3 x)
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{
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static const float A = 0.15f; // Shoulder strength
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static const float B = 0.50f; // Linear strength
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static const float C = 0.10f; // Linear angle
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static const float D = 0.20f; // Toe strength
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static const float E = 0.02f; // Toe numerator
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static const float F = 0.30f; // Toe denominator
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}
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// Uncharted 2 tonemapping
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#define UNCHARTED2TONEMAP_WHITEPT 1.35
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#define UNCHARTED2TONEMAP_EXPOSURE 1.0
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float3 Uncharted2Tonemap(float3 c)
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{
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c *= UNCHARTED2TONEMAP_EXPOSURE;
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float3 tc = Uncharted2ACES(c);
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float l = Luminance(c);
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c = lerp(c * Uncharted2ACES(l) / l, tc, tc);
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c /= Uncharted2ACES(UNCHARTED2TONEMAP_WHITEPT);
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return c;
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}
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#endif
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