diff options
Diffstat (limited to 'drivers/gles3/shaders/tonemap.glsl')
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 336 |
1 files changed, 158 insertions, 178 deletions
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 63475c9039..56876bdb72 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,25 +1,24 @@ [vertex] -layout (location = 0) in highp vec4 vertex_attrib; -layout (location = 4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; -void main() -{ +void main() { gl_Position = vertex_attrib; uv_interp = uv_in; - #ifdef V_FLIP - uv_interp.y = 1.0f - uv_interp.y; - #endif +#ifdef V_FLIP + uv_interp.y = 1.0f - uv_interp.y; +#endif } [fragment] #if !defined(GLES_OVER_GL) - precision mediump float; +precision mediump float; #endif in vec2 uv_interp; @@ -30,109 +29,99 @@ uniform float exposure; uniform float white; #ifdef USE_AUTO_EXPOSURE - uniform highp sampler2D source_auto_exposure; //texunit:1 - uniform highp float auto_exposure_grey; +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) - #define USING_GLOW // only use glow when at least one glow level is selected +#define USING_GLOW // only use glow when at least one glow level is selected - uniform highp sampler2D source_glow; //texunit:2 - uniform highp float glow_intensity; +uniform highp sampler2D source_glow; //texunit:2 +uniform highp float glow_intensity; #endif #ifdef USE_BCS - uniform vec3 bcs; +uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION - uniform sampler2D color_correction; //texunit:3 +uniform sampler2D color_correction; //texunit:3 #endif -layout (location = 0) out vec4 frag_color; +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 (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); - } - - float w1(float a) - { - return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); - } - - float w2(float a) - { - return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); - } - - float w3(float a) - { - return (1.0f / 6.0f) * (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 -1.0f + w1(a) / (w0(a) + w1(a)); - } - - float h1(float a) - { - return 1.0f + 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 = vec2(1.0f) / tex_size; - - uv = uv * tex_size + vec2(0.5f); - - 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) - vec2(0.5f)) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * 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) +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); +} + +float w1(float a) { + return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); +} + +float w2(float a) { + return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); +} + +float w3(float a) { + return (1.0f / 6.0f) * (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 -1.0f + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0f + 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 = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + 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) - vec2(0.5f)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * 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)) +#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) -{ +vec3 tonemap_filmic(vec3 color, float white) { const float A = 0.15f; const float B = 0.50f; const float C = 0.10f; @@ -147,8 +136,7 @@ vec3 tonemap_filmic(vec3 color, float white) return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); } -vec3 tonemap_aces(vec3 color, float white) -{ +vec3 tonemap_aces(vec3 color, float white) { const float A = 2.51f; const float B = 0.03f; const float C = 2.43f; @@ -161,96 +149,90 @@ vec3 tonemap_aces(vec3 color, float white) return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); } -vec3 tonemap_reindhart(vec3 color, float white) -{ +vec3 tonemap_reindhart(vec3 color, float white) { return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here! } -vec3 linear_to_srgb(vec3 color) // convert linear rgb to srgb, assumes clamped input in range [0;1] -{ +vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1] const vec3 a = vec3(0.055f); 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 -{ - #ifdef USE_REINDHART_TONEMAPPER - return tonemap_reindhart(color, white); - #endif +vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color +#ifdef USE_REINDHART_TONEMAPPER + return tonemap_reindhart(color, white); +#endif - #ifdef USE_FILMIC_TONEMAPPER - return tonemap_filmic(color, white); - #endif +#ifdef USE_FILMIC_TONEMAPPER + return tonemap_filmic(color, white); +#endif - #ifdef USE_ACES_TONEMAPPER - return tonemap_aces(color, white); - #endif +#ifdef USE_ACES_TONEMAPPER + return tonemap_aces(color, white); +#endif return clamp(color, vec3(0.0f), vec3(1.0f)); // no other seleced -> linear } -vec3 gather_glow(sampler2D tex, vec2 uv) // sample all selected glow levels -{ +vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels vec3 glow = vec3(0.0f); - #ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; - #endif +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; +#endif - #ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; - #endif +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; +#endif - #ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; - #endif +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; +#endif - #ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; - #endif +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; +#endif - #ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; - #endif +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; +#endif - #ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; - #endif +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; +#endif - #ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; - #endif +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; +#endif return glow; } -vec3 apply_glow(vec3 color, vec3 glow) // apply glow using the selected blending mode -{ - #ifdef USE_GLOW_REPLACE - color = glow; - #endif +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode +#ifdef USE_GLOW_REPLACE + color = glow; +#endif - #ifdef USE_GLOW_SCREEN - color = max((color + glow) - (color * glow), vec3(0.0)); - #endif +#ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); +#endif - #ifdef USE_GLOW_SOFTLIGHT - glow = glow * vec3(0.5f) + vec3(0.5f); +#ifdef USE_GLOW_SOFTLIGHT + 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))); - 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))); - 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))); - #endif + 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))); + 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))); + 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))); +#endif - #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive - color += glow; - #endif +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; +#endif return color; } -vec3 apply_bcs(vec3 color, vec3 bcs) -{ +vec3 apply_bcs(vec3 color, vec3 bcs) { color = mix(vec3(0.0f), color, bcs.x); color = mix(vec3(0.5f), color, bcs.y); color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); @@ -258,8 +240,7 @@ vec3 apply_bcs(vec3 color, vec3 bcs) return color; } -vec3 apply_color_correction(vec3 color, sampler2D correction_tex) -{ +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { color.r = texture(correction_tex, vec2(color.r, 0.0f)).r; color.g = texture(correction_tex, vec2(color.g, 0.0f)).g; color.b = texture(correction_tex, vec2(color.b, 0.0f)).b; @@ -267,15 +248,14 @@ vec3 apply_color_correction(vec3 color, sampler2D correction_tex) return color; } -void main() -{ +void main() { vec3 color = textureLod(source, uv_interp, 0.0f).rgb; // Exposure - #ifdef USE_AUTO_EXPOSURE - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; - #endif +#ifdef USE_AUTO_EXPOSURE + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; +#endif color *= exposure; @@ -283,33 +263,33 @@ void main() 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 - #endif +#ifdef KEEP_3D_LINEAR + // leave color as is (-> don't convert to SRGB) +#else + color = linear_to_srgb(color); // regular linear -> SRGB conversion +#endif // Glow - #ifdef USING_GLOW - vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; +#ifdef USING_GLOW + vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; - // high dynamic range -> SRGB - glow = apply_tonemapping(glow, white); - glow = linear_to_srgb(glow); + // high dynamic range -> SRGB + glow = apply_tonemapping(glow, white); + glow = linear_to_srgb(glow); - color = apply_glow(color, glow); - #endif + color = apply_glow(color, glow); +#endif // Additional effects - #ifdef USE_BCS - color = apply_bcs(color, bcs); - #endif +#ifdef USE_BCS + color = apply_bcs(color, bcs); +#endif - #ifdef USE_COLOR_CORRECTION - color = apply_color_correction(color, color_correction); - #endif +#ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); +#endif frag_color = vec4(color, 1.0f); } |