Add adjustments and color correction to Compatibility renderer
This commit is contained in:
parent
7abe0c6014
commit
e8bb0a5719
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@ -87,7 +87,7 @@ void PostEffects::_draw_screen_triangle() {
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glBindVertexArray(0);
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}
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void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview) {
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void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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@ -96,7 +96,7 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin
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glViewport(0, 0, p_dest_size.x, p_dest_size.y);
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PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
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uint64_t flags = 0;
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uint64_t flags = p_spec_constants;
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if (p_use_multiview) {
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flags |= PostShaderGLES3::USE_MULTIVIEW;
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}
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@ -59,7 +59,7 @@ public:
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PostEffects();
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~PostEffects();
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void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false);
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void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
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};
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} //namespace GLES3
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@ -788,7 +788,6 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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}
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if (!p_apply_color_adjustments_in_post) {
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spec_constants |= SkyShaderGLES3::APPLY_TONEMAPPING;
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// TODO add BCS and color corrections once supported.
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}
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RS::EnvironmentBG background = environment_get_background(p_env);
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@ -2336,9 +2335,18 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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SceneState::TonemapUBO tonemap_ubo;
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if (render_data.environment.is_valid()) {
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bool use_bcs = environment_get_adjustments_enabled(render_data.environment);
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if (use_bcs) {
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apply_color_adjustments_in_post = true;
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}
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tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
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tonemap_ubo.white = environment_get_white(render_data.environment);
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tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
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tonemap_ubo.brightness = environment_get_adjustments_brightness(render_data.environment);
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tonemap_ubo.contrast = environment_get_adjustments_contrast(render_data.environment);
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tonemap_ubo.saturation = environment_get_adjustments_saturation(render_data.environment);
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}
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if (scene_state.tonemap_buffer == 0) {
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@ -2558,8 +2566,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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if (!apply_color_adjustments_in_post) {
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spec_constant_base_flags |= SceneShaderGLES3::APPLY_TONEMAPPING;
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// TODO add BCS and Color corrections here once supported.
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}
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}
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// Render Opaque Objects.
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@ -2700,6 +2706,29 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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rb->check_glow_buffers();
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}
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bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
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uint64_t bcs_spec_constants = 0;
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RID color_correction_texture = environment_get_color_correction(p_render_data->environment);
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if (use_bcs && color_correction_texture.is_valid()) {
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bcs_spec_constants |= PostShaderGLES3::USE_BCS;
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bcs_spec_constants |= PostShaderGLES3::USE_COLOR_CORRECTION;
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bool use_1d_lut = environment_get_use_1d_color_correction(p_render_data->environment);
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GLenum texture_target = GL_TEXTURE_3D;
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if (use_1d_lut) {
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bcs_spec_constants |= PostShaderGLES3::USE_1D_LUT;
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texture_target = GL_TEXTURE_2D;
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}
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(texture_target, texture_storage->texture_get_texid(color_correction_texture));
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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if (view_count == 1) {
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// Resolve if needed.
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if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
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@ -2735,7 +2764,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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}
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// Copy color buffer
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post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity);
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post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, 0, false, bcs_spec_constants);
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// Copy depth buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
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@ -2803,7 +2832,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
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post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true);
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post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true, bcs_spec_constants);
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}
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// Copy depth
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@ -2824,6 +2853,9 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
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glDeleteFramebuffers(3, fbos);
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}
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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template <PassMode p_pass_mode>
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@ -434,6 +434,11 @@ private:
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float white = 1.0;
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int32_t tonemapper = 0;
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int32_t pad = 0;
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int32_t pad2 = 0;
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float brightness = 1.0;
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float contrast = 1.0;
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float saturation = 1.0;
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};
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static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
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@ -1,13 +1,15 @@
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/* clang-format off */
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#[modes]
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mode_default = #define MODE_DEFAULT
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// mode_glow = #define MODE_GLOW
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mode_default =
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#[specializations]
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USE_MULTIVIEW = false
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USE_GLOW = false
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USE_LUMINANCE_MULTIPLIER = false
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USE_BCS = false
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USE_COLOR_CORRECTION = false
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USE_1D_LUT = false
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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@ -25,6 +27,9 @@ void main() {
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#[fragment]
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/* clang-format on */
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// If we reach this code, we always tonemap.
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#define APPLY_TONEMAPPING
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#include "../tonemap_inc.glsl"
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#ifdef USE_MULTIVIEW
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@ -57,6 +62,35 @@ vec4 get_glow_color(vec2 uv) {
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}
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#endif // USE_GLOW
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#ifdef USE_COLOR_CORRECTION
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#ifdef USE_1D_LUT
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uniform sampler2D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
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color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
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color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
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return color;
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}
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#else
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uniform sampler3D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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return textureLod(source_color_correction, color, 0.0).rgb;
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}
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#endif // USE_1D_LUT
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#endif // USE_COLOR_CORRECTION
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#ifdef USE_BCS
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vec3 apply_bcs(vec3 color) {
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color = mix(vec3(0.0), color, brightness);
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color = mix(vec3(0.5), color, contrast);
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color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation);
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return color;
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}
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#endif
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in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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@ -85,11 +119,11 @@ void main() {
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color.rgb = linear_to_srgb(color.rgb);
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#ifdef USE_BCS
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color.rgb = apply_bcs(color.rgb, bcs);
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color.rgb = apply_bcs(color.rgb);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color.rgb = apply_color_correction(color.rgb, color_correction);
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color.rgb = apply_color_correction(color.rgb);
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#endif
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frag_color = color;
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@ -1521,6 +1521,7 @@ void main() {
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if (alpha < alpha_scissor_threshold) {
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discard;
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}
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alpha = 1.0;
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#else
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#ifdef MODE_RENDER_DEPTH
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#ifdef USE_OPAQUE_PREPASS
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#endif
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frag_color.rgb = linear_to_srgb(frag_color.rgb);
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#ifdef USE_BCS
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frag_color.rgb = apply_bcs(frag_color.rgb, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction);
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#endif
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#else // !BASE_PASS
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frag_color = vec4(0.0, 0.0, 0.0, alpha);
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#endif // !BASE_PASS
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@ -2138,14 +2132,6 @@ void main() {
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#endif
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additive_light_color = linear_to_srgb(additive_light_color);
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#ifdef USE_BCS
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additive_light_color = apply_bcs(additive_light_color, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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additive_light_color = apply_color_correction(additive_light_color, color_correction);
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#endif
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frag_color.rgb += additive_light_color;
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#endif // USE_ADDITIVE_LIGHTING
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@ -209,14 +209,6 @@ void main() {
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#endif
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color = linear_to_srgb(color);
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#ifdef USE_BCS
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color = apply_bcs(color, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color = apply_color_correction(color, color_correction);
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#endif
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frag_color.rgb = color * luminance_multiplier;
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frag_color.a = alpha;
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@ -1,333 +0,0 @@
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/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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layout(location = 0) in vec2 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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gl_Position = vec4(vertex_attrib, 0.0, 1.0);
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uv_interp = uv_in;
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}
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/* clang-format off */
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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in vec2 uv_interp;
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/* clang-format on */
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_MULTIVIEW
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uniform highp sampler2DArray source; //texunit:0
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#else
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uniform highp sampler2D source; //texunit:0
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#endif
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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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#define USING_GLOW // only use glow when at least one glow level is selected
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#ifdef USE_MULTI_TEXTURE_GLOW
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uniform highp sampler2D source_glow1; //texunit:2
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uniform highp sampler2D source_glow2; //texunit:3
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uniform highp sampler2D source_glow3; //texunit:4
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uniform highp sampler2D source_glow4; //texunit:5
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uniform highp sampler2D source_glow5; //texunit:6
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uniform highp sampler2D source_glow6; //texunit:7
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#ifdef USE_GLOW_LEVEL7
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uniform highp sampler2D source_glow7; //texunit:8
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#endif
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#else
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uniform highp sampler2D source_glow; //texunit:2
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#endif
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uniform highp float glow_intensity;
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#endif
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_FXAA
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uniform vec2 pixel_size;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:1
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#endif
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#ifdef USE_GLOW_FILTER_BICUBIC
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// w0, w1, w2, and w3 are the four cubic B-spline basis functions
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float w0(float a) {
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return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
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}
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float w1(float a) {
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return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
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}
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float w2(float a) {
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return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
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}
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float w3(float a) {
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return (1.0 / 6.0) * (a * a * a);
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}
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// g0 and g1 are the two amplitude functions
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float g0(float a) {
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return w0(a) + w1(a);
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}
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float g1(float a) {
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return w2(a) + w3(a);
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}
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// h0 and h1 are the two offset functions
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float h0(float a) {
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return -1.0 + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a) {
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return 1.0 + w3(a) / (w2(a) + w3(a));
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}
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uniform ivec2 glow_texture_size;
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vec4 texture_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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float lod = float(p_lod);
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vec2 tex_size = vec2(glow_texture_size >> p_lod);
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vec2 texel_size = vec2(1.0) / tex_size;
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uv = uv * tex_size + vec2(0.5);
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vec2 iuv = floor(uv);
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vec2 fuv = fract(uv);
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float g0x = g0(fuv.x);
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float g1x = g1(fuv.x);
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float h0x = h0(fuv.x);
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float h1x = h1(fuv.x);
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float h0y = h0(fuv.y);
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float h1y = h1(fuv.y);
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vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
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return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
|
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(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
|
||||
}
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture_bicubic(m_tex, m_uv, m_lod)
|
||||
#else //!USE_GLOW_FILTER_BICUBIC
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
|
||||
#endif //USE_GLOW_FILTER_BICUBIC
|
||||
|
||||
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
|
||||
#ifdef USE_GLOW_REPLACE
|
||||
color = glow;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_SCREEN
|
||||
color = max((color + glow) - (color * glow), vec3(0.0));
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_SOFTLIGHT
|
||||
glow = glow * vec3(0.5) + vec3(0.5);
|
||||
|
||||
color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
|
||||
color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
|
||||
color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
|
||||
#endif
|
||||
|
||||
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
|
||||
color += glow;
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0), color, bcs.x);
|
||||
color = mix(vec3(0.5), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
|
||||
color.r = texture(correction_tex, vec2(color.r, 0.0)).r;
|
||||
color.g = texture(correction_tex, vec2(color.g, 0.0)).g;
|
||||
color.b = texture(correction_tex, vec2(color.b, 0.0)).b;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
|
||||
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
|
||||
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
|
||||
const float FXAA_SPAN_MAX = 8.0;
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec3 rgbNW = textureLod(source, vec3(uv_interp + vec2(-1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
|
||||
vec3 rgbNE = textureLod(source, vec3(uv_interp + vec2(1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
|
||||
vec3 rgbSW = textureLod(source, vec3(uv_interp + vec2(-1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
|
||||
vec3 rgbSE = textureLod(source, vec3(uv_interp + vec2(1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
|
||||
#else
|
||||
vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
|
||||
vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
|
||||
vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
|
||||
vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
|
||||
#endif
|
||||
vec3 rgbM = color;
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
float lumaNW = dot(rgbNW, luma);
|
||||
float lumaNE = dot(rgbNE, luma);
|
||||
float lumaSW = dot(rgbSW, luma);
|
||||
float lumaSE = dot(rgbSE, luma);
|
||||
float lumaM = dot(rgbM, luma);
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||||
|
||||
vec2 dir;
|
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
|
||||
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
|
||||
(0.25 * FXAA_REDUCE_MUL),
|
||||
FXAA_REDUCE_MIN);
|
||||
|
||||
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||||
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||||
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
|
||||
dir * rcpDirMin)) *
|
||||
pixel_size;
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec3 rgbA = 0.5 * (textureLod(source, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
|
||||
vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
|
||||
#else
|
||||
vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
|
||||
vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
|
||||
#endif
|
||||
|
||||
float lumaB = dot(rgbB, luma);
|
||||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
|
||||
return rgbA;
|
||||
} else {
|
||||
return rgbB;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec4 color = textureLod(source, vec3(uv_interp, ViewIndex), 0.0);
|
||||
#else
|
||||
vec4 color = textureLod(source, uv_interp, 0.0);
|
||||
#endif
|
||||
|
||||
#ifdef USE_FXAA
|
||||
color.rgb = apply_fxaa(color.rgb, uv_interp, pixel_size);
|
||||
#endif
|
||||
|
||||
// Glow
|
||||
|
||||
#ifdef USING_GLOW
|
||||
vec3 glow = vec3(0.0);
|
||||
#ifdef USE_MULTI_TEXTURE_GLOW
|
||||
#ifdef USE_GLOW_LEVEL1
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL2
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL3
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL4
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL5
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL6
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL7
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USE_GLOW_LEVEL1
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL2
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL3
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL4
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL5
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL6
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_LEVEL7
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
|
||||
#endif
|
||||
#endif //USE_MULTI_TEXTURE_GLOW
|
||||
|
||||
glow *= glow_intensity;
|
||||
color.rgb = apply_glow(color.rgb, glow);
|
||||
#endif
|
||||
|
||||
// Additional effects
|
||||
|
||||
#ifdef USE_BCS
|
||||
color.rgb = apply_bcs(color.rgb, bcs);
|
||||
#endif
|
||||
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
color.rgb = apply_color_correction(color.rgb, color_correction);
|
||||
#endif
|
||||
|
||||
frag_color = color;
|
||||
}
|
|
@ -1,43 +1,31 @@
|
|||
#ifdef USE_BCS
|
||||
uniform vec3 bcs;
|
||||
#endif
|
||||
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
#ifdef USE_1D_LUT
|
||||
uniform sampler2D source_color_correction; //texunit:-1
|
||||
#else
|
||||
uniform sampler3D source_color_correction; //texunit:-1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
layout(std140) uniform TonemapData { //ubo:0
|
||||
float exposure;
|
||||
float white;
|
||||
int tonemapper;
|
||||
int pad;
|
||||
|
||||
int pad2;
|
||||
float brightness;
|
||||
float contrast;
|
||||
float saturation;
|
||||
};
|
||||
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0), color, bcs.x);
|
||||
color = mix(vec3(0.5), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
|
||||
// This expects 0-1 range input.
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
//color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
//const vec3 a = vec3(0.055f);
|
||||
//return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
|
||||
}
|
||||
|
||||
return color;
|
||||
// This expects 0-1 range input, outside that range it behaves poorly.
|
||||
vec3 srgb_to_linear(vec3 color) {
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
#ifdef USE_1D_LUT
|
||||
vec3 apply_color_correction(vec3 color) {
|
||||
color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
|
||||
color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
|
||||
color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
|
||||
return color;
|
||||
}
|
||||
#else
|
||||
vec3 apply_color_correction(vec3 color) {
|
||||
return textureLod(source_color_correction, color, 0.0).rgb;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef APPLY_TONEMAPPING
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float p_white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
|
@ -92,21 +80,6 @@ vec3 tonemap_reinhard(vec3 color, float p_white) {
|
|||
return (p_white * color + color) / (color * p_white + p_white);
|
||||
}
|
||||
|
||||
// This expects 0-1 range input.
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
//color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
//const vec3 a = vec3(0.055f);
|
||||
//return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
|
||||
}
|
||||
|
||||
// This expects 0-1 range input, outside that range it behaves poorly.
|
||||
vec3 srgb_to_linear(vec3 color) {
|
||||
// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
|
||||
return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
#define TONEMAPPER_REINHARD 1
|
||||
#define TONEMAPPER_FILMIC 2
|
||||
|
@ -125,3 +98,5 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always
|
|||
return tonemap_aces(max(vec3(0.0f), color), p_white);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // APPLY_TONEMAPPING
|
||||
|
|
|
@ -773,11 +773,7 @@ RS::EnvironmentSDFGIYScale RendererEnvironmentStorage::environment_get_sdfgi_y_s
|
|||
void RendererEnvironmentStorage::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
|
||||
Environment *env = environment_owner.get_or_null(p_env);
|
||||
ERR_FAIL_NULL(env);
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && p_enable) {
|
||||
WARN_PRINT_ONCE_ED("Adjustments are not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
|
||||
}
|
||||
#endif
|
||||
|
||||
env->adjustments_enabled = p_enable;
|
||||
env->adjustments_brightness = p_brightness;
|
||||
env->adjustments_contrast = p_contrast;
|
||||
|
|
Loading…
Reference in New Issue