103 lines
3.8 KiB
GLSL
103 lines
3.8 KiB
GLSL
layout(std140) uniform TonemapData { //ubo:0
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float exposure;
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float white;
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int tonemapper;
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int pad;
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int pad2;
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float brightness;
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float contrast;
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float saturation;
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};
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// This expects 0-1 range input.
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vec3 linear_to_srgb(vec3 color) {
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//color = clamp(color, vec3(0.0), vec3(1.0));
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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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// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
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return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
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}
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// This expects 0-1 range input, outside that range it behaves poorly.
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vec3 srgb_to_linear(vec3 color) {
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// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
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return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
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}
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#ifdef APPLY_TONEMAPPING
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vec3 tonemap_filmic(vec3 color, float p_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 p_white_tonemapped = ((p_white * (A * p_white + C * B) + D * E) / (p_white * (A * p_white + B) + D * F)) - E / F;
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return color_tonemapped / p_white_tonemapped;
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}
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// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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// (MIT License).
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vec3 tonemap_aces(vec3 color, float p_white) {
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const float exposure_bias = 1.8f;
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const float A = 0.0245786f;
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const float B = 0.000090537f;
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const float C = 0.983729f;
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const float D = 0.432951f;
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const float E = 0.238081f;
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// Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
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const mat3 rgb_to_rrt = mat3(
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vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
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vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
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vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
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const mat3 odt_to_rgb = mat3(
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vec3(1.60475f, -0.53108f, -0.07367f),
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vec3(-0.10208f, 1.10813f, -0.00605f),
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vec3(-0.00327f, -0.07276f, 1.07602f));
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color *= rgb_to_rrt;
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vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
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color_tonemapped *= odt_to_rgb;
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p_white *= exposure_bias;
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float p_white_tonemapped = (p_white * (p_white + A) - B) / (p_white * (C * p_white + D) + E);
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return color_tonemapped / p_white_tonemapped;
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}
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vec3 tonemap_reinhard(vec3 color, float p_white) {
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return (p_white * color + color) / (color * p_white + p_white);
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}
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#define TONEMAPPER_LINEAR 0
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#define TONEMAPPER_REINHARD 1
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#define TONEMAPPER_FILMIC 2
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#define TONEMAPPER_ACES 3
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vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color
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// Ensure color values passed to tonemappers are positive.
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// They can be negative in the case of negative lights, which leads to undesired behavior.
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if (tonemapper == TONEMAPPER_LINEAR) {
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return color;
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} else if (tonemapper == TONEMAPPER_REINHARD) {
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return tonemap_reinhard(max(vec3(0.0f), color), p_white);
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} else if (tonemapper == TONEMAPPER_FILMIC) {
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return tonemap_filmic(max(vec3(0.0f), color), p_white);
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} else { // TONEMAPPER_ACES
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return tonemap_aces(max(vec3(0.0f), color), p_white);
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}
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}
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#endif // APPLY_TONEMAPPING
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