bvle-voxels/shaders/voxelAOApplyCS.hlsl

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// BVLE Voxels - AO Apply + Sky + Tone Mapping Compute Shader (Phase 6.3 + 7)
// Final post-process pass: sky gradient for empty pixels, AO, saturation, tone mapping.
#include "voxelCommon.hlsli"
Texture2D<float> aoBlurred : register(t0);
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Texture2D<float> depthTexture : register(t1);
RWTexture2D<float4> colorOutput : register(u0);
struct ApplyPush {
uint width;
uint height;
uint debugMode; // 0=normal, 2=debug AO (show AO as grayscale)
uint pad[9];
};
[[vk::push_constant]] ConstantBuffer<ApplyPush> push : register(b999);
// Soft clamp tone mapping: linear up to shoulder, gentle roll-off to prevent harsh clipping
float3 softClampToneMap(float3 color, float exposure) {
color *= exposure;
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return 1.0 - exp(-color);
}
// Saturation adjustment in linear space
float3 adjustSaturation(float3 color, float saturation) {
float luma = dot(color, float3(0.2126, 0.7152, 0.0722));
return lerp(float3(luma, luma, luma), color, saturation);
}
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// Procedural sky gradient (Wonderbox-inspired warm atmosphere)
float3 computeSky(float2 uv) {
// Reconstruct view direction from screen UV
float2 ndc = float2(uv.x * 2.0 - 1.0, (1.0 - uv.y) * 2.0 - 1.0);
float4 clipDir = float4(ndc, 0.5, 1.0);
float4 worldDir4 = mul(inverseViewProjection, clipDir);
float3 viewDir = normalize(worldDir4.xyz / worldDir4.w - cameraPosition.xyz);
// Vertical gradient: viewDir.y = +1 (zenith) to -1 (nadir)
float t = viewDir.y * 0.5 + 0.5; // 0=horizon/below, 1=zenith
// Wonderbox palette: warm sandy horizon → soft blue-grey zenith
float3 horizonColor = float3(0.85, 0.75, 0.58); // warm sand/beige
float3 zenithColor = float3(0.55, 0.62, 0.72); // muted blue-grey
float3 nadirColor = float3(0.70, 0.62, 0.48); // darker warm below horizon
float3 sky;
if (t > 0.5) {
// Above horizon: sand → blue
float h = (t - 0.5) * 2.0; // 0=horizon, 1=zenith
h = pow(h, 0.7); // non-linear: more horizon color in the lower sky
sky = lerp(horizonColor, zenithColor, h);
} else {
// Below horizon: sand → darker warm
float h = (0.5 - t) * 2.0; // 0=horizon, 1=nadir
sky = lerp(horizonColor, nadirColor, h);
}
// Sun glow near sun direction (compact disc + subtle haze)
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float3 L = normalize(-sunDirection.xyz);
float sunDot = saturate(dot(viewDir, L));
float sunDisc = pow(sunDot, 256.0) * 0.6; // tight bright disc
float sunGlow = pow(sunDot, 64.0) * 0.2; // narrow glow ring
float sunHaze = pow(sunDot, 8.0) * 0.08; // subtle atmospheric haze
sky += float3(1.0, 0.85, 0.5) * (sunDisc + sunGlow + sunHaze);
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return sky;
}
[RootSignature(VOXEL_ROOTSIG)]
[numthreads(8, 8, 1)]
void main(uint3 DTid : SV_DispatchThreadID) {
if (DTid.x >= push.width || DTid.y >= push.height) return;
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float depth = depthTexture[DTid.xy];
float ao = aoBlurred[DTid.xy];
if (push.debugMode == 2) {
colorOutput[DTid.xy] = float4(ao, ao, ao, 1);
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return;
}
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// Sky pixels: depth == 0 in reverse-Z = far plane
if (depth == 0.0) {
float2 uv = (float2(DTid.xy) + 0.5) / float2(push.width, push.height);
float3 sky = computeSky(uv);
colorOutput[DTid.xy] = float4(sky, 1.0);
return;
}
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float4 color = colorOutput[DTid.xy];
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// Apply AO
color.rgb *= ao;
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// Saturation boost (toneMapParams.x)
color.rgb = adjustSaturation(color.rgb, toneMapParams.x);
// Tone mapping (toneMapParams.y = exposure)
color.rgb = softClampToneMap(color.rgb, toneMapParams.y);
colorOutput[DTid.xy] = color;
}