godot/drivers/gles2/shaders/tonemap.glsl

306 lines
7.3 KiB
GLSL

/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
gl_Position = vertex_attrib;
uv_interp = uv_in;
#ifdef V_FLIP
uv_interp.y = 1.0 - uv_interp.y;
#endif
}
/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
in vec2 uv_interp;
/* clang-format on */
uniform highp sampler2D source; //texunit:0
uniform float exposure;
uniform float white;
#ifdef USE_AUTO_EXPOSURE
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)
uniform highp sampler2D source_glow; //texunit:2
uniform highp float glow_intensity;
#endif
#ifdef USE_BCS
uniform vec3 bcs;
#endif
#ifdef USE_COLOR_CORRECTION
uniform sampler2D color_correction; //texunit:3
#endif
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
//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)));
#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
{
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)));
}
#endif
#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
//additive
color.rgb += glow;
#endif
#ifdef USE_BCS
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);
}