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

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#include "common.hlsli"
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 float4 MiddleGray;
// perform 4x4 bilinear, 8x8p, the step (C)
// c): 8x8p => 1x1p with exp
#ifdef FP16_FILTER
// native bilinear
float sample(float2 tc)
{
return dot(tex2D(s_image, tc), 1.0f / 4.0f); // sum components
}
#else
// emulate bilinear
float sample(float2 tc)
{
float pfloat = 0.5f / 8.0f;
float4 res;
res.x = dot(tex2D(s_image, tc + float2(-pfloat, -pfloat)), 1.0f / 4.0f); // sum components
res.y = dot(tex2D(s_image, tc + float2(+pfloat, -pfloat)), 1.0f / 4.0f); // sum components
res.z = dot(tex2D(s_image, tc + float2(-pfloat, +pfloat)), 1.0f / 4.0f); // sum components
res.w = dot(tex2D(s_image, tc + float2(+pfloat, +pfloat)), 1.0f / 4.0f); // sum components
return dot(res, 1.0f / 4.0f); // sum components
}
#endif
float4 main(v2p I) : COLOR
{
// sample
float4 accum0;
accum0.x = sample(I.tc0);
accum0.y = sample(I.tc1);
accum0.z = sample(I.tc2);
accum0.w = sample(I.tc3);
float4 accum1;
accum1.x = sample(I.tc4);
accum1.y = sample(I.tc5);
accum1.z = sample(I.tc6);
accum1.w = sample(I.tc7);
float4 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);
float4 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
float4 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);
float 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;
}