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path: root/drivers/gles3/shaders/tonemap.glsl
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-rw-r--r--drivers/gles3/shaders/tonemap.glsl309
1 files changed, 0 insertions, 309 deletions
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
deleted file mode 100644
index f1fe1742eb..0000000000
--- a/drivers/gles3/shaders/tonemap.glsl
+++ /dev/null
@@ -1,309 +0,0 @@
-/* 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 = 1.0f - uv_interp.y;
-#endif
-}
-
-/* clang-format off */
-[fragment]
-
-#if !defined(GLES_OVER_GL)
-precision mediump float;
-#endif
-/* clang-format on */
-
-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)
-#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;
-#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 (1.0f / 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))
-#endif
-
-vec3 tonemap_filmic(vec3 color, float white) {
- // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
- // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
- // has no effect on the curve's general shape or visual properties
- const float exposure_bias = 2.0f;
- const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
- const float B = 0.30f * exposure_bias;
- const float C = 0.10f;
- const float D = 0.20f;
- const float E = 0.01f;
- const float F = 0.30f;
-
- vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
- float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
-
- return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
-}
-
-vec3 tonemap_aces(vec3 color, float white) {
- const float exposure_bias = 0.85f;
- const float A = 2.51f * exposure_bias * exposure_bias;
- const float B = 0.03f * exposure_bias;
- const float C = 2.43f * exposure_bias * exposure_bias;
- const float D = 0.59f * exposure_bias;
- const float E = 0.14f;
-
- vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
- float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
-
- return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
-}
-
-vec3 tonemap_reinhard(vec3 color, float white) {
- return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
-}
-
-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)));
-}
-
-// 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
-
-#ifdef USE_FILMIC_TONEMAPPER
- return tonemap_filmic(color, white);
-#endif
-
-#ifdef USE_ACES_TONEMAPPER
- return tonemap_aces(color, white);
-#endif
-
- return color; // no other selected -> linear: no color transform applied
-}
-
-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_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_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_LEVEL6
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).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
-
-#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)));
- 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
-
- return color;
-}
-
-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);
-
- return color;
-}
-
-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;
-
- return color;
-}
-
-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
-
- color *= exposure;
-
- // 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
- //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
-
-#ifdef USING_GLOW
- vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity;
-
- // 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);
-#endif
-
- // Additional effects
-
-#ifdef USE_BCS
- color = apply_bcs(color, bcs);
-#endif
-
-#ifdef USE_COLOR_CORRECTION
- color = apply_color_correction(color, color_correction);
-#endif
-
- frag_color = vec4(color, 1.0f);
-}