Loading Kits/ATGTK/HDR/HDRCommon.h +1 −1 Original line number Diff line number Diff line Loading @@ -33,7 +33,7 @@ namespace DX // ST.2084 to linear, resulting in a linear normalized value inline float ST2084ToLinear(float ST2084) { float normalizedLinear = pow(__max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); float normalizedLinear = pow(std::max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); return normalizedLinear; } Loading Kits/ATGTK/HDR/HDRCommon.hlsli +12 −4 Original line number Diff line number Diff line Loading @@ -26,12 +26,20 @@ static const float3x3 from709to2020 = { 0.0163916f, 0.0880132f, 0.8955950f } }; // Color rotation matrix to rotate Rec.2020 color primaries into Rec.709 static const float3x3 from2020to709 = { { 1.6604910f, -0.5876411f, -0.0728499f }, { -0.1245505f, 1.1328999f, -0.0083494f }, { -0.0181508f, -0.1005789f, 1.1187297f } }; // Color rotation matrix to rotate DCI-P3 color primaries into Rec.2020 static const float3x3 fromP3to2020 = { { 0.753845, 0.198593, 0.047562 }, { 0.0457456, 0.941777, 0.0124772 }, { -0.00121055, 0.0176041, 0.983607 } { 0.753845f, 0.198593f, 0.047562f }, { 0.0457456f, 0.941777f, 0.0124772f }, { -0.00121055f, 0.0176041f, 0.983607f } }; // Rotation matrix describing a custom color space which is bigger than Rec.709, but a little smaller than P3 Loading Loading @@ -68,7 +76,7 @@ float3 LinearToST2084(float3 normalizedLinearValue) float3 ST2084ToLinear(float3 ST2084) { float3 normalizedLinear = pow(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); float3 normalizedLinear = pow(abs(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f))), 1.0f / 0.1593017578f); return normalizedLinear; } Loading Kits/ATGTK/PBREffect/PBREffect_PSTextured.hlsl +3 −1 Original line number Diff line number Diff line Loading @@ -24,10 +24,12 @@ float4 PSTextured(PSInputPixelLightingTxTangent pin) : SV_Target0 // Get albedo, then roughness, metallic and ambient occlusion float4 albedo = PBR_AlbedoTexture.Sample(PBR_SurfaceSampler, pin.TexCoord); // glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel float3 RMA = PBR_RMATexture.Sample(PBR_SurfaceSampler, pin.TexCoord); // Shade surface float3 output = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.x, RMA.y, RMA.z); float3 output = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r); return float4(output, albedo.w); } Kits/ATGTK/PBREffect/PBREffect_PSTexturedVelocity.hlsl +3 −1 Original line number Diff line number Diff line Loading @@ -33,10 +33,12 @@ PSOut_Velocity PSTexturedVelocity(VSOut_Velocity pin) // Get albedo, then roughness, metallic and ambient occlusion float4 albedo = PBR_AlbedoTexture.Sample(PBR_SurfaceSampler, pin.current.TexCoord); // glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel float3 RMA = PBR_RMATexture.Sample(PBR_SurfaceSampler, pin.current.TexCoord); // Shade surface float3 color = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.x, RMA.y, RMA.z); float3 color = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r); output.color = float4(color, albedo.w); Loading Media/Fonts/SegoeUI_48.spritefont 0 → 100644 +139 KiB File added.Preview suppressed by a .gitattributes entry or the file's encoding is unsupported. View file Loading
Kits/ATGTK/HDR/HDRCommon.h +1 −1 Original line number Diff line number Diff line Loading @@ -33,7 +33,7 @@ namespace DX // ST.2084 to linear, resulting in a linear normalized value inline float ST2084ToLinear(float ST2084) { float normalizedLinear = pow(__max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); float normalizedLinear = pow(std::max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); return normalizedLinear; } Loading
Kits/ATGTK/HDR/HDRCommon.hlsli +12 −4 Original line number Diff line number Diff line Loading @@ -26,12 +26,20 @@ static const float3x3 from709to2020 = { 0.0163916f, 0.0880132f, 0.8955950f } }; // Color rotation matrix to rotate Rec.2020 color primaries into Rec.709 static const float3x3 from2020to709 = { { 1.6604910f, -0.5876411f, -0.0728499f }, { -0.1245505f, 1.1328999f, -0.0083494f }, { -0.0181508f, -0.1005789f, 1.1187297f } }; // Color rotation matrix to rotate DCI-P3 color primaries into Rec.2020 static const float3x3 fromP3to2020 = { { 0.753845, 0.198593, 0.047562 }, { 0.0457456, 0.941777, 0.0124772 }, { -0.00121055, 0.0176041, 0.983607 } { 0.753845f, 0.198593f, 0.047562f }, { 0.0457456f, 0.941777f, 0.0124772f }, { -0.00121055f, 0.0176041f, 0.983607f } }; // Rotation matrix describing a custom color space which is bigger than Rec.709, but a little smaller than P3 Loading Loading @@ -68,7 +76,7 @@ float3 LinearToST2084(float3 normalizedLinearValue) float3 ST2084ToLinear(float3 ST2084) { float3 normalizedLinear = pow(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f)), 1.0f / 0.1593017578f); float3 normalizedLinear = pow(abs(max(pow(abs(ST2084), 1.0f / 78.84375f) - 0.8359375f, 0.0f) / (18.8515625f - 18.6875f * pow(abs(ST2084), 1.0f / 78.84375f))), 1.0f / 0.1593017578f); return normalizedLinear; } Loading
Kits/ATGTK/PBREffect/PBREffect_PSTextured.hlsl +3 −1 Original line number Diff line number Diff line Loading @@ -24,10 +24,12 @@ float4 PSTextured(PSInputPixelLightingTxTangent pin) : SV_Target0 // Get albedo, then roughness, metallic and ambient occlusion float4 albedo = PBR_AlbedoTexture.Sample(PBR_SurfaceSampler, pin.TexCoord); // glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel float3 RMA = PBR_RMATexture.Sample(PBR_SurfaceSampler, pin.TexCoord); // Shade surface float3 output = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.x, RMA.y, RMA.z); float3 output = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r); return float4(output, albedo.w); }
Kits/ATGTK/PBREffect/PBREffect_PSTexturedVelocity.hlsl +3 −1 Original line number Diff line number Diff line Loading @@ -33,10 +33,12 @@ PSOut_Velocity PSTexturedVelocity(VSOut_Velocity pin) // Get albedo, then roughness, metallic and ambient occlusion float4 albedo = PBR_AlbedoTexture.Sample(PBR_SurfaceSampler, pin.current.TexCoord); // glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel float3 RMA = PBR_RMATexture.Sample(PBR_SurfaceSampler, pin.current.TexCoord); // Shade surface float3 color = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.x, RMA.y, RMA.z); float3 color = PBR_LightSurface(V, N, 3, PBR_LightColor, PBR_LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r); output.color = float4(color, albedo.w); Loading
Media/Fonts/SegoeUI_48.spritefont 0 → 100644 +139 KiB File added.Preview suppressed by a .gitattributes entry or the file's encoding is unsupported. View file