add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

@ -0,0 +1,81 @@
#include "common.h"
struct v2p
{
float4 tc0: TEXCOORD0; // Central
float4 tc1: TEXCOORD1; // -1,+1
float4 tc2: TEXCOORD2; // -2,+2
float4 tc3: TEXCOORD3; // -3,+3
float4 tc4: TEXCOORD4; // -4,+4
float4 tc5: TEXCOORD5; // -5,+5
float4 tc6: TEXCOORD6; // -6,+6
float4 tc7: TEXCOORD7; // -7,+7
};
//////////////////////////////////////////////////////////////////////////////////////////
uniform half4 MiddleGray;
//////////////////////////////////////////////////////////////////////////////////////////
// perform 4x4 bilinear, 8x8p, the step (C)
// c): 8x8p => 1x1p with exp
#ifdef FP16_FILTER
// native bilinear
half sample (half2 tc) {
return dot (tex2D(s_image,tc), 1/4.h); // sum components
}
#else
// emulate bilinear
half sample (half2 tc) {
half phalf = .5h/8.h;
half4 res;
res.x = dot (tex2D(s_image,tc+half2(-phalf,-phalf)), 1/4.h); // sum components
res.y = dot (tex2D(s_image,tc+half2(+phalf,-phalf)), 1/4.h); // sum components
res.z = dot (tex2D(s_image,tc+half2(-phalf,+phalf)), 1/4.h); // sum components
res.w = dot (tex2D(s_image,tc+half2(+phalf,+phalf)), 1/4.h); // sum components
return dot (res, 1/4.h); // sum components
}
#endif
half4 main ( v2p I ) : COLOR
{
// sample
half4 accum0;
accum0.x = sample(I.tc0);
accum0.y = sample(I.tc1);
accum0.z = sample(I.tc2);
accum0.w = sample(I.tc3);
half4 accum1;
accum1.x = sample(I.tc4);
accum1.y = sample(I.tc5);
accum1.z = sample(I.tc6);
accum1.w = sample(I.tc7);
half4 accum2;
accum2.x = sample(I.tc0.wz);
accum2.y = sample(I.tc1.wz);
accum2.z = sample(I.tc2.wz);
accum2.w = sample(I.tc3.wz);
half4 accum3;
accum3.x = sample(I.tc4.wz);
accum3.y = sample(I.tc5.wz);
accum3.z = sample(I.tc6.wz);
accum3.w = sample(I.tc7.wz);
// perform accumulation
half4 final;
final.x = dot(accum0,1/4.h);
final.y = dot(accum1,1/4.h);
final.z = dot(accum2,1/4.h);
final.w = dot(accum3,1/4.h);
half result = dot(final, 1/4.h);
// OK
float scale = MiddleGray.x / (result*MiddleGray.y + MiddleGray.z); // final
float scale_prev = tex2D (s_tonemap,I.tc0).x;
float rvalue = lerp (scale_prev,scale,MiddleGray.w);
// clamp (rvalue, 1.f/8.f, 2.0f);
clamp (rvalue, 1.f/128.f, 20.0f);
return rvalue ;
}