aa3ef8893b
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in floating point texture targets (via Viewport) for further processing or saving high dynamic range data into files. This only works when no color conversion is active.
310 lines
9.0 KiB
GLSL
310 lines
9.0 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 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 = vertex_attrib;
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0f - uv_interp.y;
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#endif
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}
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/* clang-format off */
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[fragment]
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#if !defined(GLES_OVER_GL)
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precision mediump float;
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#endif
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/* clang-format on */
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in vec2 uv_interp;
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uniform highp sampler2D source; //texunit:0
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uniform float exposure;
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uniform float white;
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#ifdef USE_AUTO_EXPOSURE
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uniform highp sampler2D source_auto_exposure; //texunit:1
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uniform highp float auto_exposure_grey;
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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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uniform highp sampler2D source_glow; //texunit:2
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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_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:3
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#endif
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layout(location = 0) out vec4 frag_color;
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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 (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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}
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float w1(float a) {
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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float w2(float a) {
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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float w3(float a) {
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return (1.0f / 6.0f) * (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 -1.0f + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a) {
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return 1.0f + w3(a) / (w2(a) + w3(a));
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}
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uniform ivec2 glow_texture_size;
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vec4 texture2D_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 pixel_size = vec2(1.0f) / tex_size;
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uv = uv * tex_size + vec2(0.5f);
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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(0.5f)) * pixel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_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)));
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}
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
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#else
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
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#endif
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vec3 tonemap_filmic(vec3 color, float white) {
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// exposure bias: input scale (color *= bias, white *= bias) to make the brightness 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 = 0.01f;
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const float F = 0.30f;
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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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return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
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}
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vec3 tonemap_aces(vec3 color, float white) {
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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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float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
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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_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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const vec3 a = vec3(0.055f);
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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)));
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}
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// inputs are LINEAR, If Linear tonemapping is selected no transform is performed else outputs are clamped [0, 1] color
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vec3 apply_tonemapping(vec3 color, float 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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return tonemap_filmic(color, white);
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#endif
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#ifdef USE_ACES_TONEMAPPER
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return tonemap_aces(color, white);
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#endif
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return color; // no other selected -> linear: no color transform applied
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}
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vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
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vec3 glow = vec3(0.0f);
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#ifdef USE_GLOW_LEVEL1
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL2
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL3
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL4
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL5
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL6
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL7
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
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#endif
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return glow;
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}
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0f));
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color = max((color + glow) - (color * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0));
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glow = glow * vec3(0.5f) + vec3(0.5f);
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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)));
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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)));
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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)));
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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#endif
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return color;
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}
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vec3 apply_bcs(vec3 color, vec3 bcs) {
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color = mix(vec3(0.0f), color, bcs.x);
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color = mix(vec3(0.5f), color, bcs.y);
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color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
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return color;
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}
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vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
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color.r = texture(correction_tex, vec2(color.r, 0.0f)).r;
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color.g = texture(correction_tex, vec2(color.g, 0.0f)).g;
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color.b = texture(correction_tex, vec2(color.b, 0.0f)).b;
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return color;
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}
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void main() {
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vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
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// Exposure
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#ifdef USE_AUTO_EXPOSURE
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color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
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#endif
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color *= exposure;
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// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
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color = apply_tonemapping(color, white);
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#ifdef KEEP_3D_LINEAR
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// leave color as is (-> don't convert to SRGB)
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#else
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0f));
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color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values)
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#endif
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// Glow
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#ifdef USING_GLOW
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vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity;
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// high dynamic range -> SRGB
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glow = apply_tonemapping(glow, white);
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glow = clamp(glow, vec3(0.0f), vec3(1.0f));
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glow = linear_to_srgb(glow);
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color = apply_glow(color, glow);
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#endif
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// Additional effects
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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 = vec4(color, 1.0f);
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}
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