fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias
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8c435a343e
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@ -3975,7 +3975,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARDT);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
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@ -4062,7 +4062,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false);
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state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false);
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@ -122,13 +122,16 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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#endif
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vec3 tonemap_filmic(vec3 color, float white) {
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const float A = 0.15f;
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const float B = 0.50f;
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// exposure bias: input scale (color *= bias, white *= bias) to make the brighness consistent with other tonemappers
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// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
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// has no effect on the curve's general shape or visual properties
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const float exposure_bias = 2.0f;
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const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
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const float B = 0.30f * exposure_bias;
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const float C = 0.10f;
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const float D = 0.20f;
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const float E = 0.02f;
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const float E = 0.01f;
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const float F = 0.30f;
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const float W = 11.2f;
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vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
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@ -137,10 +140,11 @@ vec3 tonemap_filmic(vec3 color, float white) {
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}
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vec3 tonemap_aces(vec3 color, float white) {
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const float A = 2.51f;
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const float B = 0.03f;
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const float C = 2.43f;
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const float D = 0.59f;
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const float exposure_bias = 0.85f;
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const float A = 2.51f * exposure_bias * exposure_bias;
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const float B = 0.03f * exposure_bias;
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const float C = 2.43f * exposure_bias * exposure_bias;
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const float D = 0.59f * exposure_bias;
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const float E = 0.14f;
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vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
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@ -149,8 +153,8 @@ vec3 tonemap_aces(vec3 color, float white) {
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return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
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}
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vec3 tonemap_reindhart(vec3 color, float white) {
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return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here!
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vec3 tonemap_reinhard(vec3 color, float white) {
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return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
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}
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vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
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@ -159,8 +163,8 @@ vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped
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}
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vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
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#ifdef USE_REINDHART_TONEMAPPER
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return tonemap_reindhart(color, white);
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#ifdef USE_REINHARD_TONEMAPPER
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return tonemap_reinhard(color, white);
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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@ -961,7 +961,7 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
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ADD_GROUP("Tonemap", "tonemap_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
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ADD_GROUP("Auto Exposure", "auto_exposure_");
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@ -2282,7 +2282,7 @@ void VisualServer::_bind_methods() {
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BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
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BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
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BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARDT);
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BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
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BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
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BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
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@ -735,7 +735,7 @@ public:
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enum EnvironmentToneMapper {
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ENV_TONE_MAPPER_LINEAR,
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ENV_TONE_MAPPER_REINHARDT,
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ENV_TONE_MAPPER_REINHARD,
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ENV_TONE_MAPPER_FILMIC,
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ENV_TONE_MAPPER_ACES
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};
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