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authorHolger Dammertz <holger.dammertz@googlemail.com>2019-08-28 21:04:28 +0200
committerHolger Dammertz <holger.dammertz@googlemail.com>2019-08-29 18:14:19 +0200
commitaa3ef8893b78e26ecbca35b1bcdd56244a88063f (patch)
tree7e2a4d6b258acfbaf5f493df0cb66389cea56dfb /drivers/gles3/shaders/tonemap.glsl
parent208dd5b4a657e616af9f3da5e690a85247079847 (diff)
Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
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.
Diffstat (limited to 'drivers/gles3/shaders/tonemap.glsl')
-rw-r--r--drivers/gles3/shaders/tonemap.glsl16
1 files changed, 12 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index 626968bc05..f1fe1742eb 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -164,7 +164,8 @@ vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped
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
+// inputs are LINEAR, If Linear tonemapping is selected no transform is performed else outputs are clamped [0, 1] color
+vec3 apply_tonemapping(vec3 color, float white) {
#ifdef USE_REINHARD_TONEMAPPER
return tonemap_reinhard(color, white);
#endif
@@ -177,7 +178,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
return tonemap_aces(color, white);
#endif
- return clamp(color, vec3(0.0f), vec3(1.0f)); // no other selected -> linear
+ return color; // no other selected -> linear: no color transform applied
}
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
@@ -220,10 +221,14 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
#endif
#ifdef USE_GLOW_SCREEN
+ //need color clamping
+ color = clamp(color, vec3(0.0f), vec3(1.0f));
color = max((color + glow) - (color * glow), vec3(0.0));
#endif
#ifdef USE_GLOW_SOFTLIGHT
+ //need color clamping
+ color = clamp(color, vec3(0.0f), vec3(1.0));
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)));
@@ -265,14 +270,16 @@ void main() {
color *= exposure;
- // Early Tonemap & SRGB Conversion
+ // 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
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
+ //need color clamping
+ color = clamp(color, vec3(0.0f), vec3(1.0f));
+ color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values)
#endif
// Glow
@@ -282,6 +289,7 @@ void main() {
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, white);
+ glow = clamp(glow, vec3(0.0f), vec3(1.0f));
glow = linear_to_srgb(glow);
color = apply_glow(color, glow);