diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index a75871f08e9..63475c90394 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,28 +1,27 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout (location = 0) in highp vec4 vertex_attrib; +layout (location = 4) in vec2 uv_in; out vec2 uv_interp; -void main() { - +void main() +{ gl_Position = vertex_attrib; - uv_interp = uv_in; -#ifdef V_FLIP - uv_interp.y = 1.0-uv_interp.y; -#endif + uv_interp = uv_in; + + #ifdef V_FLIP + uv_interp.y = 1.0f - uv_interp.y; + #endif } [fragment] #if !defined(GLES_OVER_GL) -precision mediump float; + precision mediump float; #endif - in vec2 uv_interp; uniform highp sampler2D source; //texunit:0 @@ -31,297 +30,286 @@ uniform float exposure; uniform float white; #ifdef USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - + uniform highp sampler2D source_auto_exposure; //texunit:1 + uniform highp float auto_exposure_grey; #endif #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) + #define USING_GLOW // only use glow when at least one glow level is selected -uniform highp sampler2D source_glow; //texunit:2 -uniform highp float glow_intensity; - + uniform highp sampler2D source_glow; //texunit:2 + uniform highp float glow_intensity; #endif #ifdef USE_BCS - -uniform vec3 bcs; - + uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION - -uniform sampler2D color_correction; //texunit:3 - + uniform sampler2D color_correction; //texunit:3 #endif - -layout(location = 0) out vec4 frag_color; +layout (location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC - -// w0, w1, w2, and w3 are the four cubic B-spline basis functions -float w0(float a) -{ - return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); -} - -float w1(float a) -{ - return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); -} - -float w2(float a) -{ - return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); -} - -float w3(float a) -{ - return (1.0/6.0)*(a*a*a); -} - -// g0 and g1 are the two amplitude functions -float g0(float a) -{ - return w0(a) + w1(a); -} - -float g1(float a) -{ - return w2(a) + w3(a); -} - -// h0 and h1 are the two offset functions -float h0(float a) -{ - return -1.0 + w1(a) / (w0(a) + w1(a)); -} - -float h1(float a) -{ - return 1.0 + w3(a) / (w2(a) + w3(a)); -} - -uniform ivec2 glow_texture_size; - -vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) -{ - float lod=float(p_lod); - vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size =1.0/tex_size; - uv = uv*tex_size + 0.5; - vec2 iuv = floor( uv ); - vec2 fuv = fract( uv ); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; - - return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + - g1x * textureLod(tex, p1,lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + - g1x * textureLod(tex, p3,lod)); -} - - - -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) - -#else - -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) - -#endif - - -vec3 tonemap_filmic(vec3 color,float white) { - - float A = 0.15; - float B = 0.50; - float C = 0.10; - float D = 0.20; - float E = 0.02; - float F = 0.30; - float W = 11.2; - - vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; - float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; - - return coltn/whitetn; - -} - -vec3 tonemap_aces(vec3 color) { - float a = 2.51f; - float b = 0.03f; - float c = 2.43f; - float d = 0.59f; - float e = 0.14f; - return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0)); -} - -vec3 tonemap_reindhart(vec3 color,float white) { - - return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); -} - -void main() { - - vec4 color = textureLod(source, uv_interp, 0.0); - -#ifdef USE_AUTO_EXPOSURE - - color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; -#endif - - color*=exposure; - -#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) -#define USING_GLOW -#endif - -#if defined(USING_GLOW) - vec3 glow = vec3(0.0); - -#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 - - - glow *= glow_intensity; - -#endif - - -#ifdef USE_REINDHART_TONEMAPPER - - color.rgb = tonemap_reindhart(color.rgb,white); - -# if defined(USING_GLOW) - glow = tonemap_reindhart(glow,white); -# endif - -#endif - -#ifdef USE_FILMIC_TONEMAPPER - - color.rgb = tonemap_filmic(color.rgb,white); - -# if defined(USING_GLOW) - glow = tonemap_filmic(glow,white); -# endif - -#endif - -#ifdef USE_ACES_TONEMAPPER - - color.rgb = tonemap_aces(color.rgb); - -# if defined(USING_GLOW) - glow = tonemap_aces(glow); -# endif - -#endif - -#ifdef KEEP_3D_LINEAR - // leave color as is... -#else - //regular Linear -> SRGB conversion - vec3 a = vec3(0.055); - color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); -#endif - -#if defined(USING_GLOW) - glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); -#endif - -//glow needs to be added in SRGB space (together with image space effects) - - color.rgb = clamp(color.rgb,0.0,1.0); - -#if defined(USING_GLOW) - glow = clamp(glow,0.0,1.0); -#endif - -#ifdef USE_GLOW_REPLACE - - color.rgb = glow; - -#endif - -#ifdef USE_GLOW_SCREEN - - color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); - -#endif - -#ifdef USE_GLOW_SOFTLIGHT - + // w0, w1, w2, and w3 are the four cubic B-spline basis functions + float w0(float a) { - - glow = (glow * 0.5) + 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))); + return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); } + float w1(float a) + { + return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); + } + + float w2(float a) + { + return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); + } + + float w3(float a) + { + return (1.0f / 6.0f) * (a * a * a); + } + + // g0 and g1 are the two amplitude functions + float g0(float a) + { + return w0(a) + w1(a); + } + + float g1(float a) + { + return w2(a) + w3(a); + } + + // h0 and h1 are the two offset functions + float h0(float a) + { + return -1.0f + w1(a) / (w0(a) + w1(a)); + } + + float h1(float a) + { + return 1.0f + w3(a) / (w2(a) + w3(a)); + } + + uniform ivec2 glow_texture_size; + + vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) + { + float lod = float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + + g1x * textureLod(tex, p1,lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + + g1x * textureLod(tex, p3,lod)); + } + + #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +#else + #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) #endif -#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) - //additive - color.rgb+=glow; -#endif +vec3 tonemap_filmic(vec3 color, float white) +{ + const float A = 0.15f; + const float B = 0.50f; + const float C = 0.10f; + const float D = 0.20f; + const float E = 0.02f; + const float F = 0.30f; + const float W = 11.2f; -#ifdef USE_BCS + vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; - color.rgb = mix(vec3(0.0),color.rgb,bcs.x); - color.rgb = mix(vec3(0.5),color.rgb,bcs.y); - color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); - -#endif - -#ifdef USE_COLOR_CORRECTION - - color.r = texture(color_correction,vec2(color.r,0.0)).r; - color.g = texture(color_correction,vec2(color.g,0.0)).g; - color.b = texture(color_correction,vec2(color.b,0.0)).b; -#endif - - - frag_color=vec4(color.rgb,1.0); + return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); +} + +vec3 tonemap_aces(vec3 color, float white) +{ + const float A = 2.51f; + const float B = 0.03f; + const float C = 2.43f; + const float D = 0.59f; + const float E = 0.14f; + + vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); + float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); + + return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); +} + +vec3 tonemap_reindhart(vec3 color, float white) +{ + return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here! +} + +vec3 linear_to_srgb(vec3 color) // convert linear rgb to srgb, assumes clamped input in range [0;1] +{ + 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))); +} + +vec3 apply_tonemapping(vec3 color, float white) // inputs are LINEAR, always outputs clamped [0;1] color +{ + #ifdef USE_REINDHART_TONEMAPPER + return tonemap_reindhart(color, white); + #endif + + #ifdef USE_FILMIC_TONEMAPPER + return tonemap_filmic(color, white); + #endif + + #ifdef USE_ACES_TONEMAPPER + return tonemap_aces(color, white); + #endif + + return clamp(color, vec3(0.0f), vec3(1.0f)); // no other seleced -> linear +} + +vec3 gather_glow(sampler2D tex, vec2 uv) // sample all selected glow levels +{ + vec3 glow = vec3(0.0f); + + #ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; + #endif + + #ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; + #endif + + #ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; + #endif + + #ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; + #endif + + #ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; + #endif + + #ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; + #endif + + #ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; + #endif + + return glow; +} + +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(0.5f) + vec3(0.5f); + + color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (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(0.0f), color, bcs.x); + color = mix(vec3(0.5f), color, bcs.y); + color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); + + return color; +} + +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) +{ + color.r = texture(correction_tex, vec2(color.r, 0.0f)).r; + color.g = texture(correction_tex, vec2(color.g, 0.0f)).g; + color.b = texture(correction_tex, vec2(color.b, 0.0f)).b; + + return color; +} + +void main() +{ + vec3 color = textureLod(source, uv_interp, 0.0f).rgb; + + // Exposure + + #ifdef USE_AUTO_EXPOSURE + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; + #endif + + color *= exposure; + + // Early Tonemap & SRGB Conversion + + color = apply_tonemapping(color, white); + + #ifdef KEEP_3D_LINEAR + // leave color as is (-> don't convert to SRGB) + #else + color = linear_to_srgb(color); // regular linear -> SRGB conversion + #endif + + // Glow + + #ifdef USING_GLOW + vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; + + // high dynamic range -> SRGB + glow = apply_tonemapping(glow, white); + glow = linear_to_srgb(glow); + + color = apply_glow(color, glow); + #endif + + // Additional effects + + #ifdef USE_BCS + color = apply_bcs(color, bcs); + #endif + + #ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); + #endif + + frag_color = vec4(color, 1.0f); }