diff options
Diffstat (limited to 'drivers/gles3/shaders/tonemap.glsl')
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 309 |
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); -} |