diff options
Diffstat (limited to 'drivers/gles2/shaders/tonemap.glsl')
-rw-r--r-- | drivers/gles2/shaders/tonemap.glsl | 323 |
1 files changed, 323 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl new file mode 100644 index 0000000000..2f671158b2 --- /dev/null +++ b/drivers/gles2/shaders/tonemap.glsl @@ -0,0 +1,323 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +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 + +} + +[fragment] + +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif + + +in vec2 uv_interp; + +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); +} |